Hi, I tried to use Material.SetBuffer() to pass some arguments to the shader, but it appears that it brakes SRP batching somehow. I checked Frame Debbuger and found out that all my meshes are not batched because "This material has custom buffer override". If I remove SetBuffer call everything is batched fine. Is there any way to pass custom buffer to material without breaking batching? As I cannot use Material Property Block and pass values directly to the material (because it'll create new instances) - is there any other option?