I’m currently using the frame debugger and trying to achieve 3 batches in the following scene, as far as i understand it should be possible.
The hierarchy looks like this:
- Main Canvas ( with RawImage as background, custom material, color (255, 255, 255, 255), raycast off)
- Panel
- Button ( RawImage as frame for raycast target, custom material, color (255, 255, 255, 0), raycast on)
- Icon ( RawImage as button icon with some padding, custom material, color (255, 255, 255, 255), raycast off)
- Button " same …
- Icon " same …
- Button …
- Icon …
- Button …
- Icon …
- Button …
- Icon …
With this i’m getting 1 SetPass Call which i suppose is optimized but i’m getting 7 batches.
Looking at the frame debugger shows this:
background 1 batch (not in texture atlas)
5 transparent button raw images 1 batch only (no texture, not in atlas)
but here comes the thing, each icon raw image 1 batch individually (¿ignoring atlas?)
= 7 batches in total
Icons sprites settings:
Sprites are JPG 128x128.
Dynamic Batching is enabled in Player Settings.
Rendering Path Forward.
Canvas Screen Space - Overlay.
No lights in scene.
Material Shader:
Shader "SimpleUI" {
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags {
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityUI.cginc"
fixed4 _Color;
fixed4 _TextureSampleAdd;
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
#endif
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
return (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
}
ENDCG
}
}
}
EDIT:
Interestingly using the same sprite ( part of the atlas ) in all icons raw images is getting me the desired 3 batches in the exposed scene.
I’m lost
, why is not working with separated sprites in the same atlas?
