Shadow-casting lights slow because job system is slow

Unity 6 released a new callback for BatchRendererGroup that allows us to dispatch compute shaders after culling, an item that has been on my wishlist for a while. It is awesome! Why was there never an announcement about it?

However, when there’s a bunch of shadow-casting lights, the OnPerformCulling() callbacks happen one-by-one for each light source, despite it being a single call in SRP. This exposes some pretty poor main thread overhead in the editor when scheduling jobs. I’ve tried my best to optimize for this use case, as described here: Latios-Framework-Documentation/Optimization Adventures/Part 15 - Frustum Culling 2.md at main · Dreaming381/Latios-Framework-Documentation · GitHub

I’m wondering if we can get a new callback to allow handling all shadow-casting lights at once, so that we can combine jobs? Or perhaps improve the performance of the job system so that this isn’t an issue anymore? Heck, even a single parameter that tells me how many shadow-casting lights are yet to come would at least let me put a spinwait in a job to wait for all the other callbacks to happen.