Hello Everyone, I am creating my own hybrid rendering package based on DOTs + DrawMeshInstancedIndirect API. I have a very basic knowledge about shaders and hlsl. I am trying to: 1) create a hybrid renderer that generically overrides materials properties and supports Vulkan/ OpenGLES3.0+ (maximum 4 Compute buffers per stage). (DONE!) 2) make it support whatever is supported by the URP - SimpleLit Shader. (partially done) * the problem i am facing now is, how can i apply overriden properties values ( like BakedLightmaps, LightProbes ..) that ive got from passed ComputeBuffers to the custom simpleLit shader ? 1) is there a workaround to do it ? 2) is Unity team planning to support DrawMeshInstancedIndirect API in URP shaders and ShaderGraph ? Thanks!