├── .gitignore ├── Assets ├── Materials.meta ├── Materials │ ├── Disable Batching.mat │ ├── Disable Batching.mat.meta │ ├── Instancing.mat │ ├── Instancing.mat.meta │ ├── Many Vertex Attributes.mat │ ├── Many Vertex Attributes.mat.meta │ ├── Multi-pass.mat │ ├── Multi-pass.mat.meta │ ├── Standard Cutout Green.mat │ ├── Standard Cutout Green.mat.meta │ ├── Standard Cutout Red.mat │ ├── Standard Cutout Red.mat.meta │ ├── Standard Green.mat │ ├── Standard Green.mat.meta │ ├── Standard Red.mat │ ├── Standard Red.mat.meta │ ├── Standard Reflective.mat │ ├── Standard Reflective.mat.meta │ ├── Unlit.mat │ └── Unlit.mat.meta ├── Scenes.meta ├── Scenes │ ├── Additional Vertex Streams.unity │ ├── Additional Vertex Streams.unity.meta │ ├── Deferred Objects Split by Shadow Distance.unity │ ├── Deferred Objects Split by Shadow Distance.unity.meta │ ├── Deferred Objects on Different Lighting Layers.unity │ ├── Deferred Objects on Different Lighting Layers.unity.meta │ ├── Different Combined Meshes.unity │ ├── Different Combined Meshes.unity.meta │ ├── Different Custom Properties.unity │ ├── Different Custom Properties.unity.meta │ ├── Different Lights.unity │ ├── Different Lights.unity.meta │ ├── Different Materials.unity │ ├── Different Materials.unity.meta │ ├── Different Reflection Probes.meta │ ├── Different Reflection Probes.unity │ ├── Different Reflection Probes.unity.meta │ ├── Different Reflection Probes │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── ReflectionProbe-0.exr │ │ ├── ReflectionProbe-0.exr.meta │ │ ├── ReflectionProbe-1.exr │ │ ├── ReflectionProbe-1.exr.meta │ │ ├── ReflectionProbe-2.exr │ │ └── ReflectionProbe-2.exr.meta │ ├── Different Shadow Caster Hash.unity │ ├── Different Shadow Caster Hash.unity.meta │ ├── Different Shadow Receiving Settings.unity │ ├── Different Shadow Receiving Settings.unity.meta │ ├── Different Static Batching Flags.unity │ ├── Different Static Batching Flags.unity.meta │ ├── Dynamic Batching Disabled to Avoid Z-Fighting.unity │ ├── Dynamic Batching Disabled to Avoid Z-Fighting.unity.meta │ ├── Instancing Different Geometries.unity │ ├── Instancing Different Geometries.unity.meta │ ├── Lightmapped Objects.meta │ ├── Lightmapped Objects.unity │ ├── Lightmapped Objects.unity.meta │ ├── Lightmapped Objects │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── Lightmap-0_comp_dir.png │ │ ├── Lightmap-0_comp_dir.png.meta │ │ ├── Lightmap-0_comp_light.exr │ │ ├── Lightmap-0_comp_light.exr.meta │ │ ├── Lightmap-1_comp_dir.png │ │ ├── Lightmap-1_comp_dir.png.meta │ │ ├── Lightmap-1_comp_light.exr │ │ ├── Lightmap-1_comp_light.exr.meta │ │ ├── Lightmap-2_comp_dir.png │ │ ├── Lightmap-2_comp_dir.png.meta │ │ ├── Lightmap-2_comp_light.exr │ │ ├── Lightmap-2_comp_light.exr.meta │ │ ├── ReflectionProbe-0.exr │ │ └── ReflectionProbe-0.exr.meta │ ├── Lightprobe Affected Objects.meta │ ├── Lightprobe Affected Objects.unity │ ├── Lightprobe Affected Objects.unity.meta │ ├── Lightprobe Affected Objects │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── ReflectionProbe-0.exr │ │ └── ReflectionProbe-0.exr.meta │ ├── Mixed Sided Mode Shadow Casters.unity │ ├── Mixed Sided Mode Shadow Casters.unity.meta │ ├── Multipass.unity │ ├── Multipass.unity.meta │ ├── Multiple Forward Lights.unity │ ├── Multiple Forward Lights.unity.meta │ ├── Non-instanceable Property Set.unity │ ├── Non-instanceable Property Set.unity.meta │ ├── Odd Negative Scaling.unity │ ├── Odd Negative Scaling.unity.meta │ ├── Shader Disables Batching.unity │ ├── Shader Disables Batching.unity.meta │ ├── Too Many Indices in Dynamic Batch.unity │ ├── Too Many Indices in Dynamic Batch.unity.meta │ ├── Too Many Indices in Static Batch.unity │ ├── Too Many Indices in Static Batch.unity.meta │ ├── Too Many Vertex Attributes for Dynamic Batching.unity │ ├── Too Many Vertex Attributes for Dynamic Batching.unity.meta │ ├── Too Many Vertices for Dynamic Batching.unity │ └── Too Many Vertices for Dynamic Batching.unity.meta ├── Scripts.meta ├── Scripts │ ├── DisableCameraDepthSorting.cs │ ├── DisableCameraDepthSorting.cs.meta │ ├── SecondVertexStream.cs │ ├── SecondVertexStream.cs.meta │ ├── SetCustomProps.cs │ ├── SetCustomProps.cs.meta │ ├── SetCustomPropsNonInstanceable.cs │ ├── SetCustomPropsNonInstanceable.cs.meta │ ├── StaticBatchUtility.cs │ └── StaticBatchUtility.cs.meta ├── Shaders.meta └── Shaders │ ├── Disable Batching.shader │ ├── Disable Batching.shader.meta │ ├── Instancing.shader │ ├── Instancing.shader.meta │ ├── ManyVertexAttributes.shader │ ├── ManyVertexAttributes.shader.meta │ ├── Multi-pass.shader │ ├── Multi-pass.shader.meta │ ├── Unlit.shader │ └── Unlit.shader.meta ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NavMeshProjectSettings.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityAdsSettings.asset └── UnityConnectSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | *.DS_Store 2 | .Spotlight-V100 3 | .Trashes 4 | [Tt]humbs.db 5 | 6 | /Temp/ 7 | /Obj/ 8 | /Library/ 9 | /Build*/ 10 | 11 | *.svd 12 | *.userprefs 13 | *.csproj 14 | *.pidb 15 | *.suo 16 | *.sln 17 | *.user 18 | *.unityproj 19 | *.booproj 20 | *.pdb 21 | *.mdb 22 | 23 | _ReSharper* 24 | /Assets/UnityVS* 25 | /.vscode 26 | /Assets/VSCode* -------------------------------------------------------------------------------- /Assets/Materials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7a56c8cef9afb1d44ab182ed6d76a850 3 | folderAsset: yes 4 | timeCreated: 1477375478 5 | licenseType: Pro 6 | DefaultImporter: 7 | 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assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/DisableCameraDepthSorting.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | [ExecuteInEditMode] 6 | public class DisableCameraDepthSorting : MonoBehaviour 7 | { 8 | void Start () 9 | { 10 | Camera.main.opaqueSortMode = UnityEngine.Rendering.OpaqueSortMode.NoDistanceSort; 11 | } 12 | } 13 | -------------------------------------------------------------------------------- /Assets/Scripts/DisableCameraDepthSorting.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c0d0ca33683f30c499f58f19a7f6b694 3 | timeCreated: 1478595337 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/SecondVertexStream.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class SecondVertexStream : MonoBehaviour 6 | { 7 | public Mesh secondVertexStream; 8 | 9 | void Start () 10 | { 11 | this.GetComponent().additionalVertexStreams = secondVertexStream; 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /Assets/Scripts/SecondVertexStream.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3b88a67d2ddc6f64ca49423447eb1ad6 3 | timeCreated: 1478854967 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/SetCustomProps.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | [ExecuteInEditMode] 6 | public class SetCustomProps : MonoBehaviour 7 | { 8 | public MeshRenderer[] MeshRenderers; 9 | public Color[] Colors; 10 | 11 | void Start () 12 | { 13 | MaterialPropertyBlock mpb = new MaterialPropertyBlock(); 14 | 15 | for (int i = 0; i < MeshRenderers.Length; i++) 16 | { 17 | mpb.SetColor("_Color", Colors[i]); 18 | MeshRenderers[i].SetPropertyBlock(mpb); 19 | } 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Assets/Scripts/SetCustomProps.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3c499c731416f3543899717c4f0023b5 3 | timeCreated: 1478073503 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/SetCustomPropsNonInstanceable.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | [ExecuteInEditMode] 6 | public class SetCustomPropsNonInstanceable : MonoBehaviour 7 | { 8 | public MeshRenderer[] meshRenderers; 9 | public Color[] colors; 10 | 11 | void Start () 12 | { 13 | MaterialPropertyBlock mpb = new MaterialPropertyBlock(); 14 | 15 | for (int i = 0; i < meshRenderers.Length; ++i) 16 | { 17 | mpb.SetColor("_Color", colors[i]); // instanceable 18 | mpb.SetFloat("_Metallic", 1.0f); // not instanceable 19 | meshRenderers[i].SetPropertyBlock(mpb); 20 | } 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /Assets/Scripts/SetCustomPropsNonInstanceable.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 67d99f01415c4014fa52022488d44f97 3 | timeCreated: 1478073503 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/StaticBatchUtility.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class StaticBatchUtility : MonoBehaviour 6 | { 7 | void Start () 8 | { 9 | StaticBatchingUtility.Combine(gameObject); 10 | } 11 | } 12 | -------------------------------------------------------------------------------- /Assets/Scripts/StaticBatchUtility.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8cfaf6fd892e1ee4b8a70f426d05682b 3 | timeCreated: 1478759922 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe590d14e546abd4da2e0fbbb610cda8 3 | folderAsset: yes 4 | timeCreated: 1477387709 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Disable Batching.shader: -------------------------------------------------------------------------------- 1 | Shader "Example/DisableBatching" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | Tags { "RenderType"="Opaque" "DisableBatching"="True" } 10 | LOD 100 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | // make fog work 18 | #pragma multi_compile_fog 19 | 20 | #include "UnityCG.cginc" 21 | 22 | struct appdata 23 | { 24 | float4 vertex : POSITION; 25 | float2 uv : TEXCOORD0; 26 | }; 27 | 28 | struct v2f 29 | { 30 | float2 uv : TEXCOORD0; 31 | UNITY_FOG_COORDS(1) 32 | float4 vertex : SV_POSITION; 33 | }; 34 | 35 | sampler2D _MainTex; 36 | float4 _MainTex_ST; 37 | 38 | v2f vert (appdata v) 39 | { 40 | v2f o; 41 | o.vertex = UnityObjectToClipPos(v.vertex); 42 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 43 | UNITY_TRANSFER_FOG(o,o.vertex); 44 | return o; 45 | } 46 | 47 | fixed4 frag (v2f i) : SV_Target 48 | { 49 | // sample the texture 50 | fixed4 col = tex2D(_MainTex, i.uv); 51 | // apply fog 52 | UNITY_APPLY_FOG(i.fogCoord, col); 53 | return col; 54 | } 55 | ENDCG 56 | } 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /Assets/Shaders/Disable Batching.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 76f8fbcd3fef1ab4391196596d927192 3 | timeCreated: 1477895765 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Instancing.shader: -------------------------------------------------------------------------------- 1 | Shader "Example/Instancing" { 2 | Properties { 3 | _Color ("Color", Color) = (1,1,1,1) 4 | _MainTex ("Albedo (RGB)", 2D) = "white" {} 5 | _Glossiness ("Smoothness", Range(0,1)) = 0.5 6 | _Metallic ("Metallic", Range(0,1)) = 0.0 7 | } 8 | SubShader { 9 | Tags { "RenderType"="Opaque" } 10 | LOD 200 11 | 12 | CGPROGRAM 13 | // Physically based Standard lighting model, and enable shadows on all light types 14 | // And generate the shadow pass with instancing support 15 | #pragma surface surf Standard fullforwardshadows addshadow 16 | 17 | // Use shader model 3.0 target, to get nicer looking lighting 18 | #pragma target 3.0 19 | 20 | // Enable instancing for this shader 21 | #pragma multi_compile_instancing 22 | 23 | // Config maxcount. See manual page. 24 | // #pragma instancing_options 25 | 26 | sampler2D _MainTex; 27 | 28 | struct Input { 29 | float2 uv_MainTex; 30 | }; 31 | 32 | half _Glossiness; 33 | half _Metallic; 34 | 35 | // Declare instanced properties inside a cbuffer. 36 | // Each instanced property is an array of by default 500(D3D)/128(GL) elements. Since D3D and GL imposes a certain limitation 37 | // of 64KB and 16KB respectively on the size of a cubffer, the default array size thus allows two matrix arrays in one cbuffer. 38 | // Use maxcount option on #pragma instancing_options directive to specify array size other than default (divided by 4 when used 39 | // for GL). 40 | UNITY_INSTANCING_CBUFFER_START(Props) 41 | UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color) // Make _Color an instanced property (i.e. an array) 42 | UNITY_INSTANCING_CBUFFER_END 43 | 44 | void surf (Input IN, inout SurfaceOutputStandard o) { 45 | // Albedo comes from a texture tinted by color 46 | fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * UNITY_ACCESS_INSTANCED_PROP(_Color); 47 | o.Albedo = c.rgb; 48 | // Metallic and smoothness come from slider variables 49 | o.Metallic = _Metallic; 50 | o.Smoothness = _Glossiness; 51 | o.Alpha = c.a; 52 | } 53 | ENDCG 54 | } 55 | FallBack "Diffuse" 56 | } 57 | -------------------------------------------------------------------------------- /Assets/Shaders/Instancing.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7a29459b89fb8e941a32988d639b78b8 3 | timeCreated: 1478161778 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/ManyVertexAttributes.shader: -------------------------------------------------------------------------------- 1 | Shader "Example/ManyVertexAttributes" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | Tags { "RenderType"="Opaque" } 10 | LOD 100 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | // make fog work 18 | #pragma multi_compile_fog 19 | 20 | #include "UnityCG.cginc" 21 | 22 | struct appdata 23 | { 24 | float4 vertex : POSITION; 25 | float2 uv : TEXCOORD0; 26 | float2 uv1 : TEXCOORD1; 27 | float2 uv2 : TEXCOORD2; 28 | float2 uv3 : TEXCOORD3; 29 | float2 uv4 : COLOR; 30 | float2 uv5 : NORMAL; 31 | float2 uv6 : TANGENT; 32 | }; 33 | 34 | struct v2f 35 | { 36 | float2 uv : TEXCOORD0; 37 | UNITY_FOG_COORDS(1) 38 | float4 vertex : SV_POSITION; 39 | }; 40 | 41 | sampler2D _MainTex; 42 | float4 _MainTex_ST; 43 | 44 | v2f vert (appdata v) 45 | { 46 | v2f o; 47 | o.vertex = UnityObjectToClipPos(v.vertex); 48 | o.uv = TRANSFORM_TEX(v.uv + v.uv1 + v.uv2 + v.uv3 + v.uv4 + v.uv5 + v.uv6, _MainTex); 49 | UNITY_TRANSFER_FOG(o,o.vertex); 50 | return o; 51 | } 52 | 53 | fixed4 frag (v2f i) : SV_Target 54 | { 55 | // sample the texture 56 | fixed4 col = tex2D(_MainTex, i.uv); 57 | // apply fog 58 | UNITY_APPLY_FOG(i.fogCoord, col); 59 | return col; 60 | } 61 | ENDCG 62 | } 63 | } 64 | } 65 | -------------------------------------------------------------------------------- /Assets/Shaders/ManyVertexAttributes.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a474dd1ac3c1fcd48bfcbdc7fae7e06d 3 | timeCreated: 1479112242 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Multi-pass.shader: -------------------------------------------------------------------------------- 1 | Shader "Example/Multi-pass" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | Tags { "RenderType"="Opaque" } 10 | LOD 100 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | // make fog work 18 | #pragma multi_compile_fog 19 | 20 | #include "UnityCG.cginc" 21 | 22 | struct appdata 23 | { 24 | float4 vertex : POSITION; 25 | float2 uv : TEXCOORD0; 26 | }; 27 | 28 | struct v2f 29 | { 30 | float2 uv : TEXCOORD0; 31 | UNITY_FOG_COORDS(1) 32 | float4 vertex : SV_POSITION; 33 | }; 34 | 35 | sampler2D _MainTex; 36 | float4 _MainTex_ST; 37 | 38 | v2f vert (appdata v) 39 | { 40 | v2f o; 41 | o.vertex = UnityObjectToClipPos(v.vertex); 42 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 43 | UNITY_TRANSFER_FOG(o,o.vertex); 44 | return o; 45 | } 46 | 47 | fixed4 frag (v2f i) : SV_Target 48 | { 49 | // sample the texture 50 | fixed4 col = tex2D(_MainTex, i.uv); 51 | // apply fog 52 | UNITY_APPLY_FOG(i.fogCoord, col); 53 | return col; 54 | } 55 | ENDCG 56 | } 57 | 58 | Pass 59 | { 60 | CGPROGRAM 61 | #pragma vertex vert 62 | #pragma fragment frag 63 | // make fog work 64 | #pragma multi_compile_fog 65 | 66 | #include "UnityCG.cginc" 67 | 68 | struct appdata 69 | { 70 | float4 vertex : POSITION; 71 | float2 uv : TEXCOORD0; 72 | }; 73 | 74 | struct v2f 75 | { 76 | float2 uv : TEXCOORD0; 77 | UNITY_FOG_COORDS (1) 78 | float4 vertex : SV_POSITION; 79 | }; 80 | 81 | sampler2D _MainTex; 82 | float4 _MainTex_ST; 83 | 84 | v2f vert (appdata v) 85 | { 86 | v2f o; 87 | o.vertex = UnityObjectToClipPos (v.vertex); 88 | o.uv = TRANSFORM_TEX (v.uv, _MainTex); 89 | UNITY_TRANSFER_FOG (o, o.vertex); 90 | return o; 91 | } 92 | 93 | fixed4 frag (v2f i) : SV_Target 94 | { 95 | fixed4 col = fixed4 (1.0f, 0.0f, 0.0f, 1.0f); 96 | return col; 97 | } 98 | ENDCG 99 | } 100 | 101 | Pass 102 | { 103 | CGPROGRAM 104 | #pragma vertex vert 105 | #pragma fragment frag 106 | // make fog work 107 | #pragma multi_compile_fog 108 | 109 | #include "UnityCG.cginc" 110 | 111 | struct appdata 112 | { 113 | float4 vertex : POSITION; 114 | float2 uv : TEXCOORD0; 115 | }; 116 | 117 | struct v2f 118 | { 119 | float2 uv : TEXCOORD0; 120 | UNITY_FOG_COORDS(1) 121 | float4 vertex : SV_POSITION; 122 | }; 123 | 124 | sampler2D _MainTex; 125 | float4 _MainTex_ST; 126 | 127 | v2f vert (appdata v) 128 | { 129 | v2f o; 130 | o.vertex = UnityObjectToClipPos(v.vertex); 131 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 132 | UNITY_TRANSFER_FOG(o,o.vertex); 133 | return o; 134 | } 135 | 136 | fixed4 frag (v2f i) : SV_Target 137 | { 138 | fixed4 col = fixed4 (1.0f, 1.0f, 0.0f, 1.0f); 139 | return col; 140 | } 141 | ENDCG 142 | } 143 | } 144 | } 145 | -------------------------------------------------------------------------------- /Assets/Shaders/Multi-pass.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 671df10fb9a9b2747bef281029ac4739 3 | timeCreated: 1477387726 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Unlit.shader: -------------------------------------------------------------------------------- 1 | Shader "Example/Unlit" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | Tags { "RenderType"="Opaque" } 10 | LOD 100 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | // make fog work 18 | #pragma multi_compile_fog 19 | 20 | #include "UnityCG.cginc" 21 | 22 | struct appdata 23 | { 24 | float4 vertex : POSITION; 25 | float2 uv : TEXCOORD0; 26 | }; 27 | 28 | struct v2f 29 | { 30 | float2 uv : TEXCOORD0; 31 | UNITY_FOG_COORDS(1) 32 | float4 vertex : SV_POSITION; 33 | }; 34 | 35 | sampler2D _MainTex; 36 | float4 _MainTex_ST; 37 | 38 | v2f vert (appdata v) 39 | { 40 | v2f o; 41 | o.vertex = UnityObjectToClipPos(v.vertex); 42 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 43 | UNITY_TRANSFER_FOG(o,o.vertex); 44 | return o; 45 | } 46 | 47 | fixed4 frag (v2f i) : SV_Target 48 | { 49 | // sample the texture 50 | fixed4 col = tex2D(_MainTex, i.uv); 51 | // apply fog 52 | UNITY_APPLY_FOG(i.fogCoord, col); 53 | return col; 54 | } 55 | ENDCG 56 | } 57 | } 58 | } 59 | 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m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /ProjectSettings/UnityAdsSettings.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/BatchBreakingCause/06b96f85dd0afe399f47100aa79860dbd549f77d/ProjectSettings/UnityAdsSettings.asset -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | CrashReportingSettings: 11 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 12 | m_Enabled: 0 13 | m_CaptureEditorExceptions: 1 14 | UnityPurchasingSettings: 15 | m_Enabled: 0 16 | m_TestMode: 0 17 | UnityAnalyticsSettings: 18 | m_Enabled: 0 19 | m_InitializeOnStartup: 1 20 | m_TestMode: 0 21 | m_TestEventUrl: 22 | m_TestConfigUrl: 23 | UnityAdsSettings: 24 | m_Enabled: 0 25 | m_InitializeOnStartup: 1 26 | m_TestMode: 0 27 | m_EnabledPlatforms: 4294967295 28 | m_IosGameId: 29 | m_AndroidGameId: 30 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Batch Breaking Cause 2 | This project demonstrates different cases when Unity has to break a batch while rendering. 3 | Best used with Unity 5.6b4+ where the Frame Debugger window shows why Unity had to start a new batch. 4 | 5 | # Causes 6 | 7 | - **Additional Vertex Streams** — the object has additional vertex streams set using MeshRenderer.additionalVertexStreams. 8 | - **Deferred Objects on Different Lighting Layers** — the object is on a different light layer. 9 | - **Deferred Objects Split by Shadow Distance** — one of the objects is within shadow distance, the other one is not. 10 | - **Different Combined Meshes** — the object belongs to another combined static mesh. 11 | - **Different Custom Properties** — the object has a different MaterialProperyBlock set. 12 | - **Different Lights** — the object is affected by a different forward light. 13 | - **Different Materials** — the object has a different material. 14 | - **Different Reflection Probes** — the object is affected by a different reflection probe. 15 | - **Different Shadow Caster Hash** — the objects either have different shadow caster shaders, or have different shader properties / keywords that affect the output of the shadow caster pass. 16 | - **Different Shadow Receiving Settings** — the objects either have different "Receive Shadows" settings, or some objects are within the shadow distance, while some other objects are not. 17 | - **Different Static Batching Flags** — the object has different static batching settings. 18 | - **Dynamic Batching Disabled to Avoid Z-Fighting** — dynamic batching is turned off in Player Settings or disabled temporarily in the current context to avoid z-fighting. 19 | - **Instancing Different Geometries** — rendering different meshes or sub-meshes with GPU instancing. 20 | - **Lightmapped Objects** — the object uses a different light map or has different light map uv transformations within the same light map. 21 | - **Lightprobe Affected Objects** — the object is affected by different light probes. 22 | - **Mixed Sided Mode Shadow Casters** — objects have different "Cast Shadows" settings. 23 | - **Multipass** — the object is using a multi-pass shader. 24 | - **Multiple Forward Lights** — the object is affected by multiple forward lights. 25 | - **Non-instanceable Property Set** — non-instanced properties are set for an instanced shader. 26 | - **Odd Negative Scaling** — the object has odd negative scaling (e.g. (1, -1, 1)). 27 | - **Shader Disables Batching** — the shader explicitly disables batching with the "DisableBatching" tag. 28 | - **Too Many Indices in Dynamic Batch** — there are too many indices (more than 32k) in a dynamic batch. 29 | - **Too Many Indices in Static Batch** — there are too many indices in the combined mesh of a static batch. The limit is 48k indices on OpenGL ES, 32k on OSX and 64k on other platforms. 30 | - **Too Many Vertex Attributes for Dynamic Batching** — a submesh we are trying to dynamically batch has more than 900 vertex attributes. 31 | - **Too Many Vertices for Dynamic Batching** — a submesh we are trying to dynamically batch has more than 300 vertices. 32 | --------------------------------------------------------------------------------