@chap-unity , I just tried a build with 2020.1, the problem persists. My setup differs from conventional terrain based setup. Simply, creating a part of a large planet surface by many bending many plains and replacing the vertices according to the height map values and by the distance from the center of the planet. Foliage and rocks are placed on top of this surface. Which has no importance on our problem, but i am mentioning these for the safe of explanation of what i have just said. For foliage and rocks, i use the GPUInstancer asset on asset store. Interesting thing is, 2 grass prefabs and 1 rock prefab is not drawn on the build. But, other rock and plant prefabs on the same asset setup are drawn. The grass prefabs has a specific shader by the asset. But the other not rendered rock has hdrp lit shader. Again, in the logs for the build, i have the warning we are talking about pointing out the GPUInstancer/foliage shader. But, right after that, Another version of that warning is pointing out a HDRP Lit shader. I did not want to contact the developer before trying upgrading to 2020.1 and see if it makes a difference. Also there is this suggestion Reddit - Dive into anything suggesting to modify Managed Stripping Level. Next step is to try that. So, I will zip the project folder, first, which will take a few hours, because sometimes if I open the player settings window, all my lights (including directional lights) are gone in entire project. I wrote to another thread for this light problem.
Also, I have the max shader keywords exceeded warning active in the project. I first tried to relate this problem to that. but, the same shader working for 1 rock and 1 plant prefab, but not working for 2 grass prefabs and 1 rock prefab does not make sense in that case. If that was the problem causing this, none of my prefabs should have been drawn on the screen. A mid-step before contacting developer may also be to verify the problem is not the max keywords problem.
So, this is as far as I can think to solve the problem. Even, I could not diagnose the problem, so far, and I am literally blind. Well,I will try. I had so many similar processes with HDRP that I am considering to unzip the built-in render pipeline version of the project, and re-do all of the advancement I have achieved since I migrated to HDRP (implementing all of the sounds, all of the additional addressables since that zip was made, all of the new scripts that changed the entire mechanism of the game). And, yes, I assure you I did lots of tests with HDRP before deciding to migrate and make all of those advancements on top of that. Now, I am just sad. I just did not foresee that shader might not work, everything was (and is) ok besides that.
Anyway, thank you for your time you spared on my problem, I really appreciate. Any diagnostic suggestions would help, at least your opinion on max keywords exceed hypothesis of mine as the source of this problem. If you say “no it can not be the source” then I have one less thing to test, and saves me sometime. Now, I will change the prefab shader to HDRP Lit and see if the prefabs are drawn on the build. If they are rendered, then I will contact to developer. If they are not rendered… Well, we’ll see…