I was tweaking a shader for a volumetric fog effect, and I ran into an issue with the _Object2World matrix and dynamic batching.
At first, the shader was using a Material property for the position of the object, which did not allow for dynamic batching. I corrected this by deriving the object origin from the _Object2World matrix in the vertex shader instead, but once dynamic batching kicks in, (verified by monitoring draw calls in Statistics) the _Object2World matrix seems to be constant across different objects.
Is this an expected side-effect of dynamic batching? I’ve reviewed the following documentation and found nothing related to this issue:
http://docs.unity3d.com/Documentation/Components/SL-BuiltinValues.html