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Question by MCHammond · Feb 02, 2013 at 01:23 AM · lightdynamicbatchingdrawcallspoint

Dynamic Batching + VertexLit + PointLight = 1 Draw call?

Scenario: I have a script that adds and positions hundreds of prefabs, the prefabs are just geometry. The Prefabs are all less than 20 polygons and all have the same shader/materiel "the stock Transparent/Cutout/Vertexlit".

On daylight scenes that use only directional lights the scene is batched and I only have 2 or 3 draw calls for the geometry.

But on inside scenes like caves were I use a single point light to light each void in the cave system, the scene is not batched.

Question Why does using point lights stop batching? I assume it is because the shader is using multiple passes to render the lights. but I thought that VertexLit shaders only used one pass? Is there a shader that will use a single pass to render point lights?

Thank you.

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avatar image MCHammond · Feb 02, 2013 at 03:50 AM 0
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I am now testing with the stock VertexLit shader "with no transparencies" and in both forward and VertexLit render modes.

I am still getting the same results.

I could combine the mesh but I have the parts going inactive when outside the camera's field of view.

Any ideas does not necessarily have to answer the question just solve the problem?

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Answer by Julien-Lynge · Feb 02, 2013 at 02:11 AM

One possible reason, in the words of Aras:

Q: Does the transparent Queue have different rules for batching?

A: It doesn't have any effect on batching per se, but indirectly might affect it. Transparent render queues essentially mean "please draw these objects in furthest-to-closest order" (regular opaque queues mean "draw them in any order you like").

So the transparent objects will be sorted back-to-front and drawn in that order. If sequences of them within that order can be batched, they will be batched. If they can't, they won't.

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avatar image MCHammond · Feb 02, 2013 at 02:19 AM 0
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Setting the shader to plain VertexLit "without transparency" has the same effect, I get loads of draw calls. So i don't think its the transparency issue as the daylight scene is fine!

avatar image Julien-Lynge · Feb 02, 2013 at 02:24 AM 0
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Well, it was a good try :)

Not sure about point lights and vertex-lit - hopefully someone else will be able to help you.

avatar image MCHammond · Feb 02, 2013 at 02:34 AM 0
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Thank you for your help, it will help someone else :P

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