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static_batching [2021/12/11 21:46] guycalledfrank [Batching and MaterialPropertyBlocks] |
static_batching [2021/12/12 23:11] starasgames Added a bit of informaton about how static batching works in Editor |
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Static batching is done at build-time, so mobile developers should be aware that static batching can unexpectedly increase your build size. Static Batching can result in significantly more mesh data being generated, if many batch meshes are created. | Static batching is done at build-time, so mobile developers should be aware that static batching can unexpectedly increase your build size. Static Batching can result in significantly more mesh data being generated, if many batch meshes are created. | ||
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+ | In the Editor static batching occurs after the scene is loaded (after Awake and OnEnable). It is considered a [[https:// | ||
==== Lightmap UV Coordinates ==== | ==== Lightmap UV Coordinates ==== | ||
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For custom SRPs: '' | For custom SRPs: '' | ||
- | On the GPU you should have a UnityPerDraw cbuffer with float4 unity_DynamicLightmapST in it, and it will be filled with custom data. | + | On the GPU you should have a '' |
- | Note that the " | + | Note that the " |