static_batching
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static_batching [2021/12/11 21:29] – [Lightmap UV Coordinates] guycalledfrank | static_batching [2025/01/15 04:35] (current) – external edit 127.0.0.1 | ||
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Static batching can actually work with manually provided lightmap scale/ | Static batching can actually work with manually provided lightmap scale/ | ||
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+ | ===== Batching and MaterialPropertyBlocks ===== | ||
+ | |||
+ | Static and SRP batching is incompatible with MaterialPropertyBlocks, | ||
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+ | This is the data sent by the SRP batcher for each draw call: | ||
+ | |||
+ | {{ :: | ||
+ | |||
+ | This data is efficiently managed by the engine and uploaded to the GPU as fast as Unity can. The idea is to abuse some of these built-in values to pass custom data. Good candidates are '' | ||
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+ | An example, when using SRP batching: | ||
+ | |||
+ | <code csharp> | ||
+ | renderer.realtimeLightmapIndex = 0; // forces " | ||
+ | renderer.realtimeLightmapScaleOffset = ...; // Vector4 of custom data | ||
+ | |||
+ | // For custom SRPs: | ||
+ | // (Only relevant for custom SRPs; in existing RPs it should likely just work as is, as they all support lightmapping in the main pass) | ||
+ | drawingSettings.perObjectData = ...; // PerObjectData.Lightmaps or otherStuffYouNeed; | ||
+ | </ | ||
+ | |||
+ | On the GPU you should have a '' |
static_batching.1639258190.txt.gz · Last modified: 2025/01/15 04:35 (external edit)