Hi,
I’m trying to reduce my number of batches (or drawcalls) in my GearVR project.
I’m using Unity Free, so no dynamic batching for me.
I have a 3D model I made using Sketch Up, I’ve tried to keep my number of different materials as low as possible to avoid CPU overhead.
The whole model is marked as static (everything static : occluder, occludee, navigation, batching…).
I’m not messing with any material of my model through script (so, no, I’m definitely not making clones of the materials at runtime)
At runtime, I do see that static batching helps reducing the number of batches : the “saved by batching” number shows that the batching magic kicks in.
Yet I have way too much batches, and I don’t understand what goes wrong, but something definitely does : I have a grand total of 50 materials, all using the standard shaders (and changing shaders doesn’t change a thing on the batches side), yet depending on where my camera is, disabling my model can reduce the number of batches by roughly 150 (out of 170). How comes?
Note :
I only have one camera
I only use the standard shader, but they all only use the Aldebo field with the Opaque rendering mode, except 2 materials that use Transparent rendering mode.
I use occlusion culling
I use light baking (no precomputed realtime GI, baked GI with low parameters for testing purposes)
Thanks in advance for your help.