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Dynamic Batching, Multiple Color Tints, not MaterialPropertyBlocks
Hi,
If anyone has insights as to the SpriteRenderer/Renderer component's external call would probably help.
I've been looking at MaterialPropertyBlocks to add a secondary tint to a SpriteRenderer. Using Unity's Sprite-Default.shader it's possible to dynamically batch the calls and maintain 1 (depending on verts) draw call count though apply a unique tint to all objects. When using MaterialPropertyBlock with no other changes this breaks the dynamic batching, confirmed here.
How is it possible Unity uses its Renderer for distinct colors maintains dynamic batching while retaining one material for these draws?
Thanks in advance
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