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Fixed in 2021.3.7f1
Fixed in 2021.3.X, 2022.2.X, 2023.1.X, 2023.1.0a3
Votes
0
Found in
2021.3.4f1
2022.2.0a17
2023.1.0a1
Issue ID
UUM-4336
Regression
No
Draw calls that batch in opaque pass do not batch in shadow pass when some of the draw calls come from SkinnedMeshRenderer and some come from MeshRenderer
Reproduction steps:
1. Open the user’s attached “1239248-SRP_Batching.zip“ project
2. Open the Frame Debugger window (Window > Analysis > Frame Debugger)
3. Click Enable
4. Compare the amount of calls in “MainLightShadow > Shadows.DrawSRPBatcher” and “DrawOpaqueObjects > RenderLoop.DrawSRPBatcher”
Expected result: Both have the same amount of calls
Actual result: “MainLightShadow > Shadows.DrawSRPBatcher“ has 2 calls, while “DrawOpaqueObjects > RenderLoop.DrawSRPBatcher” has only 1
Reproduced with: 10.9.0 (2020.3.35f1), 12.1.7 (2021.3.4f1), 13.1.8 (2022.1.4f1), 14.0.3 (2022.2.0a16)
Reproduced on: macOS Monterey 12.0.1 (Intel)
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Resolution Note (fix version 2023.1):
Fixed in 2023.1.0a3
Resolution Note (fix version 2022.2):
Fixed in: 2022.2.0b1