Unity 2019 urp shadow caster
The renderer sets up the material state for the batch.For each renderer, Unity builds all dynamically batchable content into one large vertex buffer.The following renderers dynamically generate geometries, such as particles and lines, that you can optimize using dynamic batching:ĭynamic batching for dynamically generated geometries works differently than it does for meshes: The first pass is a light pre-pass and the second pass renders the GameObjects.ĭynamic batching for dynamically generated geometries The Legacy Deferred rendering path doesn’t support dynamic batching because it draws GameObjects in two render passes.It can’t batch the draw calls for the additional per-pixel lights. Unity only batches the first render pass. To achieve this, they process an additional render pass for each light. Almost all Unity shaders support several lights in forward rendering.Unity can’t fully apply dynamic batching to GameObjects that use multi-pass shaders.This means that, if you want to batch lightmapped GameObjects, they must point to the same lightmap location. GameObjects with lightmaps have additional renderer parameters.The only exception to this is shadow caster rendering. If GameObjects use different material instances, Unity can’t batch them together, even if they are essentially the same.For example, if one GameObject has a scale of 1 and another GameObject has a scale of –1, Unity can’t batch them together. Unity can’t apply dynamic batching to GameObjects that contain mirroring in their Transform component.However, if your shader uses vertex position, vertex normal, UV0, UV1, and vertex tangent, then Unity can only batch 180 vertices. For example, if your shader uses vertex position, vertex normal, and a single UV, then Unity can batch up to 300 vertices. This is because dynamic batching for meshes has an overhead per vertex. Unity can’t apply dynamic batching to meshes that contain more than 900 vertex attributes and 300 vertices.
In the following scenarios, Unity either can’t use dynamic batching at all or can only apply dynamic batching to a limited extent: Although the material assets are different, the difference is irrelevant for the shadow caster pass and Unity can batch shadows for the crate GameObjects in the shadow render step. For example, multiple crates can use materials that have different textures. Unity can use dynamic batching for shadows casters, even if their materials are different, as long as the material values Unity needs for the shadow pass are the same. To determine whether it’s beneficial to use dynamic batching in your application, profile your application with and without dynamic batching. For example, on consoles or modern APIs like Apple Metal, the draw call overhead is generally much lower, and often dynamic batching doesn’t produce a gain in performance. The resource requirements of a draw call depend on many factors, primarily the graphics API. This means dynamic batching is only an optimization if the transformation work is less resource intensive than doing a draw call. Unity automatically batches moving meshes into the same draw call if they fulfill the criteria described in the common usage information.ĭynamic batching for meshes works by transforming all vertices into world space.
For more information, see Dynamic batching for meshes. On modern consumer hardware, the work dynamic batching does on the CPU can be greater than the overhead of a draw call. Note: Dynamic batching for meshes was designed to optimize performance on old low-end devices.
For information about the internal differences between meshes and dynamic geometries, see Dynamic batching for meshes and Dynamic batching for dynamically generated geometries. Dynamic batching works differently between meshes and geometries that Unity generates dynamically at runtime, such as particle systems. Dynamic batching is a draw call batching method that batches moving GameObjects to reduce draw calls.