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Fixed in 2022.3.1f1, 2023.1.0b20, 2023.2.0a18



Found in


Issue ID




Static batching doesn't work when the shader uses unity_ProbeVolumeParams



Reproduction steps:
1. Open the attached project “StaticBatchDraw”
2. Open “Assets/Scenes/SampleScene” Scene
3. Open “Packages/Owlcat.Visual/ShaderLibrary/GlobalIllumination.hlsl” Shader file in any text editor
4. Uncomment line 186 and save the file
5. Enter Play mode
6. In the Frame Debug window press the “Enable” button (Window → Analysis → Frame Debugger)
7. In the dropdown menu navigate to: “ExecuteRenderGraph → Main Camera → GBufferPass.Opaque → RenderLoop.DrawSRPBatcher → SRP Batch”
8. Look for “Event #6: SRP Batch“ text in the Frame debug window

Expected result: Only “Event #6: SRP Batch” is shown
Actual result: After “Event #6: SRP Batch” additional “(3 draw calls)” is printed

Reproducible with: 2022.1.24f1, 2022.2.2f
Couldn’t test with: 2020.3.43f1, 2021.3.16f1, 2023.1.0a24 - Errors in “Owlcat.Visuals” package

Reproducible on: macOS 13.0.1 (Intel), Windows 10
Not reproducible on: M1 MacOS 13.0

- The three draw calls reveals the cubes are not being batched.
- The presence of unity_ProbeVolumeParams should not affect the renderers, as it is hidden behind a define. I've coloured the bakedGI in both paths to show that the 'else' body is not being used.

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