UnityURP-MobileDrawMeshInstancedIndirectExample
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light probe or Bakery volume lighting?
It seems that you use vertex lighting for your grass, that might explain why this is so fast.
Can this be done in a shader graph?
I'm asking because I'd like to add volume lighting and I haven't the faintest idea how to convert such complex graph to vertex shader.
https://geom.io/bakery/wiki/index.php?title=Manual#Bakery_Volume

Can this be done in a shader graph? -> yes, the grass shader didn't use any advanced feature, but maybe you still need a custom node to access global array and light data).