Hi there, I saw this technique a while ago (Tech Talk Unite Unty) but I can't find it again. The idea is to use own defines and create all shaders variant files before build. Like using a Uber Shaders but getting all shaders file variants. I remember some devs went that path to avoid the keyword limitations on shaders. Do anybody have any clue about it or saw the same video as me?
If this is in regards to running into the shader keyword limit, a better solution was put in place recently in the form of "local keywords". The docs here have been updated with information about switching to local keywords for your shaders. https://docs.unity3d.com/Manual/SL-MultipleProgramVariants.html