Hi, I'm having a really hard time with a surface shader that has tessellation. This shader is meant to be rendered on the magic leap device where I'm using single pass instanced rendering. After some work I tracked the issue to the instancing. It looks like tessellation and instancing can't be enabled at the same time. After I added #pragma noinstancing to the shader, it compiled. However, since I'm using single pass instanced on the device, the shader only renders to one eye. Is there anything that I can do to overcome this issue? I'm using Unity 2019.2.3f1 Thanks in advance.