In any given scene, some GameObjects are compatible with the SRP Batcher, and some aren’t. Compatible GameObjects use the SRP Batcher code path, and non-compatible GameObjects use the standard SRP code path. For more information, see How the SRP Batcher works.
A GameObject must meet the following requirements to be compatible with the SRP Batcher code path:
All lit and unlit shaders in the the Universal Render Pipeline (URP) and the High Definition Render Pipeline (HDRP) fit this requirement (except for the particle versions of these shaders).
For a custom shader to be compatible with the SRP Batcher it must meet the following requirements:
UnityPerDraw. For example, unity_ObjectToWorld, or unity_SHAr.UnityPerMaterial.You can check the compatibility status of a shader in the Inspector panel.