Dynamic Batching with vertex scaling problem

Hello I have a question.

When the vertex is scaled in the sprite renderer shader and dynamic batching is applied, the position is not correct.

Turning off Dynamic Batching will work correctly.

Does the Vortex scaling code ignore when Dynamic Batching is enabled?

Can I get some advice on how to solve this problem?

Vertex shader happens after batching (mesh merging), so vertex positions are no longer what you expect. Disable dynamic batching or switch to GPU instancing instead.