Dynamic Batching with Replacement Shader and RenderTexture

Hi,
is it possible to have dynamic batching for objects rendered into a RenderTexture with replacement shaders?
I have a second camera rendering my scene into a RenderTexture using a simple unlit shader via SetReplacementShader(shader, ""), but every object generates a separate draw call. The Frame Debugger gives “Objects have different materials” as the reason why batching fails. This happens regardless of the materials used, even 10 identical objects using one and the same material generate 10 draw calls.

Hi!
I would suggest reporting this as a bug.

Hi!
Have you solved this problem?