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By Design
By Design in 2023.1.X
Votes
0
Found in
2019.4.38f1
2020.3.34f1
2021.3.1f1
2022.1.0f1
2022.2.0a11
2023.1.0a1
Issue ID
UUM-2993
Regression
No
[Universal RP] Mesh draw call number increases when baked Spot Lights exist
How to reproduce:
1. Open the user's attached "Playground" project
2. Open the "SampleScene" Scene
3. Open the "Window -> Analysis -> Frame Debugger" window from the menu
4. Observe the number of draw calls under the "RenderLoop.Draw" event
Expected result: Baked Spot Lights doesn't influence on Mesh draw call number, only one draw call is used to instantiate all Meshes
Actual result: With baked Spot Lights added to the Scene, one draw call is used per Mesh
Reproducible with: 7.7.1 (2019.4.38f1), 10.8.1 (2020.3.34f1), 12.1.6 (2021.3.1f1), 13.1.8 (2022.1.0f1), 14.0.2 (2022.2.0a11)
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Resolution Note:
Lights that are marked as "Baked" are considered real time until the lighting is rebaked (triggered in the lighting window). The lighting in the supplied project has not been baked. Real time lights are expected to break GPU instancing because of the difference in the per object data. The actual result is therefore also the expected result.
Resolution Note (2023.1.X):
Lights that are marked as "Baked" are considered real time until the lighting is rebaked (triggered in the lighting window). The lighting in the supplied project has not been baked. Real time lights are expected to break GPU instancing because of the difference in the per object data. The actual result is therefore also the expected result.