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Instance Batching hurting performance-- HTC Vive (Unity 5.4)

Hi there,

So I've got a scene with a bunch of instances of apples. You would think that making them instances through the standard instance shader and batching their draw calls would improve performance. But nope, doing that makes everything SUPER laggy. However, if I leave them as the standard shader, with nothing batching, everything is smooth. No idea why-- any help would be greatly appreciated.

Here's a video that demonstrates the problem:

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