The user project uses a few custom shaders (including Amplify Shader Editor & Allin1ShaderEditor).
Colors for Sprite-Renderers is traditionally done through Vertex Colors so they can dynamically batch even though colors are not same.
_RendererColor is a special case property only used/applicable for Instancing and for all other cases is White.
Since 2023.1 2D Renderers support SRP-Batcher and _RendererColor has been removed.
float2 uv_MainTex = IN . texCoord0 . xy * _MainTex_ST . xy + _MainTex_ST . zw ;
float4 Color = tex2Dbias ( _MainTex , float4 ( uv_MainTex , 0 , - 0.4 ) ) ;
//#line 310
Color = IN . color * *_RendererColor ;
return Color ;
}
For 23.1, please use unity_SpriteColor for Color property. This will also ensure that they can dynamically batch. Thanks.