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Dynamic Batching with Custom Lighting Model
I have written a shader with a custom lighting model for some objects in my game. None of these objects are dynamic batching. If I modify the shader to use the Standard lighting model, then the same models, from the same view point, start to dynamically batch together.
I know it's not due to scaling issues, or Z depth issues (as it works with standard), it literally comes down to using my lighting model, or the standard one.
Is there any reason having a custom lighting model would stop dynamic batching? Is there anything I can do to have it work?
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