[URP] Optimize objects that use the same material with different values.

Hi all,

I have a bunch of game objects that share the same material. During run-time, each game object will change color or fade individually. What are the best approaches with minimal overhead?

Currently, each object is using a different material instance, so the draw call count is huge. I did some research and found “Instanced property” and “Per Renderer Data”. Is it the correct approach to use them to minimize the draw call count?

I found out this can solve my issue. Not sure if there are better methods.

Did this work for you? I was just reading about these and the docs say it will reduce performance in URP and HDRP and it isn’t compatible with static batcher?