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Votes

0

Found in

2018.1.0a1

2018.3.0a1

2018.3.0f2

2019.1.0a1

Issue ID

1137860

Regression

No

Using mesh uv's for calculating clip space position in shader breaks Dynamic batching

Shaders

-

How to reproduce:
1. Open the attached project
2. Open the "BatchingTest - NOT_WORKING.unity" scene
3. Check the statistics

Actual result: Dynamic batching doesn't batch the meshes. (Batches:2, Saved by batching:0)
Expected result: Dynamic batching should batch the meshes. (Batches:1, Saved by batching:1)

Reproducible with: 2019.2.0a10, 2019.1.0b8, 2018.3.11f1, 2018.1.9f2, 2017.4.24f1.

Notes:
Dynamic batching works with: output.pos = UnityObjectToClipPos(input.pos);
Dynamic batching doesn't work with: output.pos = UnityObjectToClipPos(float4(input.uv,1,0));

  1. Resolution Note:

    Once dynamic batching is enabled, the object matrix will be identity. (object matrix is the transform component's matrix)
    And the shader expects that there is some non-identity matrix set as the object matrix, that's why it wont work.

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