URP Shader Graph Shaders and DOTS_INSTANCING

The documentation here ( Unity - Manual: DOTS Instancing shaders) states this:

Does this mean any shader graph shader or just the base-line builtin shaders for URP? Currently I don’t see any such define in the generated shader code of a custom Shader Graph Shader, but I also don’t know if there is some sort of wuju happening that is not presented to the user.

It’s not clear if DOTS INSTANCING will be enabled or not. Additionally, there is apparently no other way to specifically enable it besides (i suppose) injecting the define manually.

So the question is:
How do we build shaders in shader graph that are guaranteed to support DOTS INSTANCING so that we can ensure that our materials on objects will work correctly with GPU Resident Draw and GPU Occlusion Culling?

It seems like Shader Graph shaders include DOTS hlsl, so its auto included?

#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl

For any property you want to support dots instancing with shadergraph, you must enable “hybrid per instance”.

Its mentioned in My first Shader Graph | Shader Graph | 17.0.3 but I cant seem to find any other mention of it in the shadergraph docs.