I recently had a go at testing a project I'm working on (early development stages) in the 2018 beta and using the LWRP. I wanted to share a bit of feedback and a couple of things I noticed. The project is targeting mobile, it's 2D using mostly Sprites and some custom rendering with Graphics.DrawMesh, DrawMeshInstanced and CommandBuffers. No lights, No shadows and mostly transparent shaders. Moving things over was really quick and painless, and I can see a performance improvement on device. I had to rewrite some custom fragment shaders, which was easy enough by looking at the source shaders in the repo, but it'd be great to see an overview on what's different/what needs to be added in the final documentation. Dynamic Batches It looks like dynamic batching doesn't work with LWRP, is this by design? Below are some screen grabs from the frame debugger showing the built-in render vs LWRP (both in 2018.1b13) you can see with the built-in renderer there are 2 dynamic batches and there's about a 10 draw call difference. Garbage Allocation The LWRP seems to be allocating around 1.3KB of memory per frame in the editor, on device (iOS) it's much less at 160B but still per frame? (Coming from Array.Sort() and CommandBufferPool.Get()).