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Why scale break a batch?
Here is my guess about how dynamic batching works (without HW instancing support):
sort objects with the same mesh by material
buffers are filled with copies of the mesh for each instance
transformation is applied on CPU, using SIMD I guess
buffers send to GPU (or updated)
set material and draw
In my guess algorithm we can apply individual scaling for each instance, but Unity sorts by material and scaling. Why?
Answer by Paulius-Liekis · Jan 05, 2014 at 12:33 AM
My guess: there are some default properties for scale (or inverse scale) on shaders, so these properties are different on your objects.
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