Search Issue Tracker
Duplicate
Votes
0
Found in
2020.2
2020.3
2020.3.4f1
2021.1
2021.2
Issue ID
1334256
Regression
Yes
[OpenGLES3] Draw calls aren't batched when using SRP batcher
Repro steps:
1. Open the attached project "LightmapSRPBatching"
2. Build and Run a player with OpenGLES3
3. Connect and Enable the Frame Debugger
4. Observe the draw calls under DrawOpaqueObjects
Expected: The draw calls are under SRP Batch
Actual: The draw calls aren't under SRP Batch
Reproducible with: 2020.2.5f1 URP 10.3.1, 2020.3.8f1 URP 10.5.0, 2021.1.6f1 URP 11.0.0, 2021.2.0a17 URP 12.0.0
Not reproducible with: 2020.1.17f1 URP 8.3.1
Tested and reproduced on these Android devices:
N/A, Google Pixel 3 XL (Pixel 3 XL), Android 11, CPU: NOT FOUND, GPU: Adreno (TM) 630
VLNQA00001, Google Pixel 2 (Pixel 2), Android 11, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540
VLNQA00316, Samsung Galaxy Note10 (SM-N970F), Android 9, CPU: Exynos 9 Series 9825, GPU: Mali-G76
N/A, Huawei - (NOH-NX9), Android 10, CPU: NOT FOUND, GPU: Mali-G78
Notes:
- Reproduces with OpenGLES3 on Windows and Android
- Doesn't reproduce with Vulkan on Windows and Android
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
- AudioManager.Update takes up significantly more CPU time when a big number of Audio Sources are stopped at one time
- [Linux] Editor doesn't build a project when "Install into source code 'build' folder" is enabled after switching projects
- [OpenXR][Vulkan][URP] MSAA does not work on Quest 1/2 builds when using URP + OpenXR + Vulkan
- UI Builder lacks visual feedback on reordering elements when Unity Editor is set to Light Theme
- Crash on core::StringStorageDefault<char>::assign when opening a project
This is a duplicate of issue #1331098