Search Issue Tracker
Duplicate
Votes
0
Found in
Issue ID
1058832
Regression
No
[LWRP] Objects are not dynamically batched when rendering shadows, resulting in really high drawcall count in our scene
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.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash when reimporting fbx asset used as tree by specific Terrain component
- The position of the "X" in the search section is not consistent with other search boxes in the engine
- Unable to pan outside of the active state viewing window in the Animator when the Play Mode is paused
- Window Zoom stops working after Editor window is moved
- Some package directories are not found, and errors are thrown in the Console when the project path is quite long
This is a duplicate of issue #1059142