Steps to reproduce:
- Open the attached project and let it finish importing (everything is pre-configured: the active URP Asset "PC_RPAsset" has Rendering > GPU Resident Drawer = Instanced Drawing, and Edit > Project Settings > Graphics > BatchRendererGroup Variants = Keep All)
- In the Project window, open the scene Assets/Scenes/GrdMagentaRepro.unity
- Press Play and observe the two cubes in the Game view
Actual results: Both cubes render as a solid magenta error shader. The Console logs a throttled error for each material's shader:
"A BatchDrawCommand is using a pass from the shader "UMS/Lava" that is not SRP Batcher compatible. Reason: "Material property is found in another cbuffer than "UnityPerMaterial"" (_TurbulenceSpeed). This is not supported when rendering with a BatchRendererGroup or anything based on it like GPU Resident Drawer or Entities Graphics."
(and the same for shader "Repro/GrdIncompatible", property _WobbleSpeed)
Expected results: A material whose shader is not SRP Batcher compatible is classified as unsupported by the GPU Resident Drawer and falls back
to the regular (non-batched) render path, rendering correctly - the same way GPUDrivenProcessor.ClassifyMaterials already
routes other unsupported materials. It should not silently render magenta.
Reproducible with versions: 6000.0.0f1, 6000.0.82f1, 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 6000.7.0a5
Tested on (OS): Windows 11
Notes:
- Control: with Play stopped, select Assets/Settings/PC_RPAsset.asset and set Inspector > Rendering > GPU Resident Drawer =
Disabled, then press Play - both cubes render correctly (the Acid cube shows animated green/yellow acid). The materials are
valid; only the GPU Resident Drawer path breaks them.