Quick answer: Use a MaterialPropertyBlock for per-object overrides so the shared material's buffer stays compatible, keeping all renderers in one SRP Batcher batch.

The SRP Batcher batches by shader variant and persistent material data, not by mesh. Mutating a material at runtime or instancing it per object fragments the batches and tanks draw-call counts. Here is how to fix it.

How to fix it

1. Override with a property block

Replace renderer.material.SetColor(...) with a MaterialPropertyBlock and renderer.SetPropertyBlock(mpb); the shared material and its CBUFFER stay intact so the batch holds.

2. Keep properties in the per-material CBUFFER

Confirm the shader declares its properties inside CBUFFER_START(UnityPerMaterial) ... CBUFFER_END; properties outside it make the shader SRP-Batcher-incompatible (visible as a warning in the Inspector).

3. Verify in the Frame Debugger

Use the Frame Debugger to confirm draws report 'SRP Batch' rather than 'Node uses different shader keywords', which reveals what is splitting the batch.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.