So I am playing with the SRP Batcher a bit and don't understand how it relates to instancing. For one the 'Batch' and 'Save by batches' numbers seem messed up when SRP batcher is enabled. Mine say 8 batches and -8 save by by batching. Is that a bug? Or am I supposed to read this differently now? Does the 'Enable GPU Instancing' checkbox on materials still do anything? I am looking at drawcalls by looking in the FrameDebugger. I have a scene with 8 cubes in it for testing. I notice they all get put in one 'SRP Batch' entry in the Frame Debugger. But the entry says '8 drawcalls'. Checking 'Enable GPU Instancing' seems to have zero effect on this. Does this mean that single 'SRP Batch' has batched 8 drawcalls to a single batch? Or does that one 'SRP batch' represent 8 separate drawcalls? If that is the case why does 'Enable GPU Instancing' checkbox not affect this? Can you not have GPU instancing with the SRP Batcher? Does 'Enable GPU Instancing' checkbox on materials still have any relevancy with SRP Batcher enabled? Also, does relying on Instance Properties set via the MaterialPropertyBlock on the renderer still have any relevancy? Or does this new SRP Batcher make that obsolete and it's better to just use separate materials for everything?