Tuesday, December 2, 2025
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Draw calls inside SRP Batch


I seen after I made a minimap for my 2nd technique recreation that there was important lag – solely to understand that each single hex is getting its personal draw name/batch. I have been messing round for a few day making an attempt to determine this out; making an attempt completely different batching varieties, gpu instancing, and many others

Successfully plainly my 2nd objects meet the SRP batch requirement to fall into the identical batch, nonetheless are requiring completely different draw calls (that means I am probably not getting the profit.) Studying one other put up on right here possibly which means that I haven’t got something to do as regards to batching, and my lag is a results of needing to (as an alternative) optimize the minimap state of affairs. That stated, as a result of I can get them to a single draw name with Sprites-Default I assume that I can ultimately work out how to try this with extra fascinating shaders.

As a check I’ve a quite simple setup: a bunch of hexes with a easy (shadergraph) shader. I can get them to batch with Sprites-Default and have a single draw name, however for the lifetime of me cannot get them to for any materials. The hexes don’t have any scripts connected to them nor are they touched programmatically, nor are they utilizing (occasion) vs simply .

Be aware: I am utilizing Sprites/Sprite Renderers. I did see the associated 3D query from a number of years in the past however that resolution regards merging meshes I imagine, and I am hoping to not generate or merge meshes right here. The linked put up additionally appears to be speaking of meshes slightly than Sprites.

Any help could be enormously appreciated, thanks[Draw calls inside SRP Batch

EDIT: I have noticed that if I use Sprite-Lit-Default that I get the same issue. I suspect it has to do with sprites that have normals and/or interact with lighting data.

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