How do I add DOTS support to the created Shader Graphics?

Greetings! Faced with such a problem, I have a shader implemented in Shader Graph, when an Entity is spawned with this shader, the following error is output to the console:
A Hybrid Renderer V2 batch is using the shader “KJPiGames/PollutionShader”, but the shader is either not compatible with Hybrid Renderer V2, is missing the DOTS_INSTANCING_ON variant, or there is a problem with the DOTS_INSTANCING_ON variant.

How do I add DOTS_INSTANCING_ON to the shader if, judging by the generated code from the Shader Graph itself, it is already present?
8444756--1119650--upload_2022-9-16_18-31-5.png

Do you have instancing enabled on the material?

I tried to put a check mark on each Node Node Settings → Override Property Declaration then select Hybrid Per Instance but it didn’t help

When I tried to make a shadergraph using URP->Sprite Unlit, it was coming up with that same error no matter what I did with the shader. I ended up having to make it just URP->Unlit and it worked fine after.

I (and other people) had the same problem and did not find a solution. Seems a problem with Unity/HybridRenderer to me. So I “gave up” on ECS for the time beeing until it is “matured” a bit more. When you find a workaround let us know. Good luck.

Since my shader uses Unit, I decided to just create a Unit schneider URL and insert a texture into it and everything worked, yes, my bots now don’t have blood or contamination if they get dirty before death, but so far it works like this, of course I wanted to keep everything inpact by default, but in Unity, as usual, there are holes in the database)