Hi. Encountered a bug on 2021.3.0f1 Unity creating GPU Instancing enabled fragment shader.
When I add #pragma multi_compile_instancing to the shader and enable instancing in inspector, then vertex color i.color from appdata becomes always (1,1,1,1). If I uncheck enable instancing toggle then i.color is correct in vertext program. At least when using on Sprite Renderer which passes set color through vertex color.
Is there a fix or a proper way to get vertex color when using gpu instancing shader?