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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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