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Question by theBdrive · May 13, 2020 at 05:54 PM · rendererdynamicpipelinebatchinguniversal

Question about batching and SRP

Using 2019.3.1f1 in a URP project with dynamic and SRP batching enabled, I have 25 models all using the same material, each object less than 300 verts, I'm getting 25 saved by batching which I assume is the material, but batches are still showing 26(so one for each model and 1 for camera). Shouldn't the meshes be batching as well? I looked i the FrameDebugger and under SRP Batch I see Why this draw call can't be batched with the previous one SRP: First call from ScriptableRenderLoopJob.

alt text

Any help would be appreciated, thanks.

srp.png (25.2 kB)
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Answer by MKFusion · Oct 30, 2020 at 01:08 PM

@theBdrive

hi, I have exactly same problem, have you maybe found solution to it ?

I did however found a "workaround", by disabling SRP batcher. that way any batching is done manually, by enabling GPU instancing on material. This way number of batches dropped, though I know it's not the correct way.

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Answer by Brother_77 · Jul 10, 2021 at 09:00 PM

SRP: First call from ScriptableRenderLoopJob. I have the same issue.

Can someone please help. This is so confusing. I followed the recommended criteria but still the batching does not seem to work.

I am on Unity 2020.3 LTS

@theBdrive @MihaFlyer

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avatar image Brother_77 · Jul 15, 2021 at 05:30 PM 0
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After further investigating I hope these links help anyone who is in a similar situation. The SRP batches by the shader, so draw calls might be high but it can deliver faster performance because the shader data is stored on GPU instead of constant forwarding of shader data from CPU to GPU.

https://forum.unity.com/threads/srp-batcher-and-gpu-instancing.833362/ https://catlikecoding.com/unity/tutorials/basics/measuring-performance/

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