You were faster
I was just looking at all the objects going down the rabbit hole, when I noticed the attribute name was missing on the effect. I tried to hack the attribute to the effect in hopes it would work :blush
I was kinda hoping to leverage the features of the PBR shader, but I’ll definitely check out ShaderMaterial and report back. Still trying to grasp the whole picture 
Edit:
Yup got it to work, with ShaderMaterial.
https://www.babylonjs-playground.com/#G3P9LH#2
Reducing one draw call at a time. 
Time for a nap, I’ll tinker around a bit more later. Would still love a nice way to achieve this with standard materials though. An attributehelper feature for the future maybe? 
I find it quiet handy in a lot of my Unity projects for various reasons.
Would love to make it happen. If you see potential for this too, maybe I could start working on something to get the ball rolling.
Thanks!
Edit:
Just noticed that I’m not done with the ShaderMaterial yet, and that I’ll have to look at the instancesbatch too, in order to fill the array appropriately depending on which instance is visible, like renderWithIntances does:
Thinking out loud, I guess a potential “extension” would need to tell shaders (geometrybufferrenderer, depthrenderer, etc. too I guess?) which custom attributes to use on compile and the mesh would need to know as well in order to handle everything in renderWithInstances depending on visibility. At least we are already evaluating it so that might be a good place to handle that anyway.
Ok, really time for some sleep now, thanks again for the help, learned a lot about babylon today. 