I've been working on some shaders is SRP and am now facing a feature that requires per instance data. I have defined everything in the UnityPerMaterial Cbuffer and the shaders are fully SRP Batcher compatible. But the question is, how do I get per instance data into the SRP Batcher without breaking the batching? I know that GPU Instancing is not compatible, so MaterialPropertyBlocks won't work. Is there a way to use the SRP Batching with this in any way or do I need to refer to global data arrays?