Hi !
I am currently testing the GPU Resident Drawer in Unity6 (6000.0.23f1 LTS) and I am facing a weird issue that is driving me crazy because I cannot figure out how to debug that.
The setup is the following :
- New clean project
- URP (last version 17.0.3)
- Unity 6000.0.23f1
- Render asset is the default PC_RPAsset that comes with the newly created project
- Forward+
- Static batching disabled
- GPU resident drawer set to “Instanced Drawing”
- GPU Occlusion Culling enabled
Then I have created a simple material using the URP/Particles/Lit shader, placed a plane in my scene with this material on it. So far so good :
Then I start the Rendering Debugger, and uder the Rendering Debugger tab, I switch the “Display Culling Stats”, and it gives me that result in my scene :
The console is now printing this error :
(A BatchDrawCommand is using a pass from the shader “Universal Render Pipeline/Particles/Lit” that is not SRP Batcher compatible. Reason: “Material property is found in another cbuffer than “UnityPerMaterial”” (_BaseMap_TexelSize)
This is not supported when rendering with a BatchRendererGroup (or Entities Graphics). MaterialID: 4 (“test”), MeshID: 1 (“Plane”), BatchID: 3.)
And now if I select the shader, it’s saying that it is no longer SRP compatible!
The only way to fix this is to do a reimport of the folder Packages/Universal RP/Shaders/.
What am I doing wrong here? I’m kinda lost with this issue.
Thanks!


