In HDRP with GPU Resident Drawer, is it possible to pass some custom perDraw data without breaking the batching

Currently, I’m trying to create some custom fade in and fade out effect under GPU Resident Drawer.
But as using MaterialPropertyBlock will break GRD, I need to find another way to put the fade value (per renderer) in.
Is there any other way to do it?

Renderer Shader User Value: Customize your visual per renderer - Technical Articles - Unity Discussions

That’s what we’re trying to use.