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By Design

Votes

0

Found in

2017.4.0f1

2018.3.0a1

2019.1.0a1

2019.1.0b5

2019.2.0a1

Issue ID

1137194

Regression

No

Cannot use multiple materials on a single sub-mesh when static batching is enabled

Graphics - General

-

How to reproduce:
1. Open attached project "case_1137194-StaticBatchingIssue" and scene "StaticBatchScene"
2. Enter Play Mode
3. Observe the GameView or Scene View

Expected result: cubes which have static batching enabled continue to use the same materials as before entering Play Mode
Actual result: cubes with static batching enabled only use the first material in their appropriate MeshRenderer's "Materials" list

Reproducible with: 2017.4.24f1, 2018.3.10f1, 2019.1.0b8, 2019.2.0a9

Note: static batching is enabled here from a script but the behavior is the same when the GameObjects are marked as static. This problem is especially salient when using transparent materials which should render on top of materials earlier in the list but are not used at all

  1. Resolution Note:

    By design because static batching would combine the meshes to 1 mesh if the meshes are using same (first) material. This is because once it's combined, the big combined mesh will be drawn only once. It will affect performance if the whole combined mesh are rendered again for just a part with a second material.

    User should either separate the mesh that needs multiple materials or try to modify the mesh to merge the materials into one.

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