Steps to reproduce:
1. Create a new Unity project.
2. Make sure "Log shader compilation" is enabled in Player settings.
3. Build and run, check the logs
Actual results:
There is no indication of which shader instance was used in the log.
Example log:
Uploaded shader variant to the GPU driver: TextMeshPro/Mobile/Distance Field SSD, pass: <Unnamed Pass 0>, stage: vertex, keywords UNDERLAY_ON
Expected results:
There is an indication of which shader instance was used in the log.
Uploaded shader variant to the GPU driver: TextMeshPro/Mobile/Distance Field SSD (instance 123456), pass: <Unnamed Pass 0>, stage: vertex, keywords UNDERLAY_ON; time: 0.24ms