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Question by Jessy · Mar 08, 2011 at 12:13 AM · staticbatchingshader-replacement

Does static batching work with replacement shaders?

It doesn't appear to, with dynamic batching. I don't have Unity Pro, so I just want to know.

Here's an easy way for you to test:

  1. Create a new scene.
  2. Create a primitive.
  3. Set the primitive as static.
  4. Parent the primitive to the camera.
  5. Duplicate the primitive a few times.
  6. Attach the script below to the camera (*):
  7. Drag the shader below onto that variable slot:
  8. Hit Play and watch the Stats window.

(*) I've never used StaticBatchingUtility. If this isn't the correct usage, let me know.

var shader : Shader;

function Awake () { StaticBatchingUtility.Combine(gameObject); camera.SetReplacementShader(shader, "RenderType"); }

.

Shader "Replacement" {

SubShader { Tags {"RenderType"="Opaque"} Pass {} }

}

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avatar image dissidently · Mar 08, 2011 at 03:46 AM 0
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ok, I think i get what static batching is all about. Now a question for you... do you mean replacement shaders you've written? Or do you mean replacing shaders during runtime?

avatar image Jessy · Mar 08, 2011 at 12:32 PM 0
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http://unity3d.com/support/documentation/Components/SL-ShaderReplacement.html

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