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Issue ID

1058832

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[LWRP] Objects are not dynamically batched when rendering shadows, resulting in really high drawcall count in our scene

Graphics - General

-

SRP Repo: Issue #1615

What happened?
When rendering shadows, objects are not dynamically batched like they used to be using builtin rendering pipeline. We have lots of small dynamic objects that are atlased together. They are one drawcall to rendering, and one for shadows. But with LWRP, each object is rendered individually.

Which package (Shader graph, LW, HDRP, Core...)?
LW

Unity template or github source code?
Unity Package

Which package version or branch (1.1.8-preview, 2.0.0-preview, 2018.1, 2018.1-experiment, 2108.2...)?
2.0.4-preview

Unity version, operating system, target platform (standalone windows, mac, iOS, PS4...)?
Targeting Android, Windows Operating system, Unity 2018.2.0b10

phi-lira commented 5 days ago
SRP is missing the correct hookup to enable dynamic batching for shadows. We will add it.
However, I'm not sure if dynamic batching will help you here. Depending on your platform it might be worse as we are concatenating buffers everyframe. Drawcall cost setup is not high for shadows.

  1. This is a duplicate of issue #1059142

    [LWRP] Shadow cascades double tris of scene

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