Quick answer: Unity BatchRendererGroup PSO precompile not covering custom shaders used by the BRG? PSO precompile uses material variants; BRG bypass means manual.
DOTS-style instanced rendering; first frame stutters from PSO compile.
Manually precompile
Loop BRG materials; precompile each variant. One-time cost.
Or pre-render frame
Render BRG once at boot offscreen. PSO compile during loading screen.
Audit per shader
BRG shader list; verify each is in precompile flow.
“BRG bypasses standard PSO precompile. Manual coverage required.”
If you ship BRG, the precompile audit is mandatory. First-frame hitches are visible.