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256 batching limit in URP?
We've recently started using URP and have come across a 256 batching limit when using Sprite Renderers. This limit was not present in our previous project that was not using URP.
Here is the setup to test this:
Create a prefab with a Sprite Renderer, a Default Sprite material, and a Sprite.
Now duplicate them till you have 256 of them. The 257th duplicate will break batching.
Do the same in a non-URP project, and you can go far beyond 256 duplicates without breaking batching.
I understand that dynamic batching has a 900 vertex attribute limit, but if so, why does the 257th duplicate not break batching in a non-URP project(even when using the same material)?
Does anyone have any insight on this?
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