Scenario:
I have a script that adds and positions hundreds of prefabs, the prefabs are just geometry. The Prefabs are all less than 20 polygons and all have the same shader/materiel “the stock Transparent/Cutout/Vertexlit”.
On daylight scenes that use only directional lights the scene is batched and I only have 2 or 3 draw calls for the geometry.
But on inside scenes like caves were I use a single point light to light each void in the cave system, the scene is not batched.
Question
Why does using point lights stop batching? I assume it is because the shader is using multiple passes to render the lights. but I thought that VertexLit shaders only used one pass? Is there a shader that will use a single pass to render point lights?
Thank you.
I am now testing with the stock VertexLit shader "with no transparencies" and in both forward and VertexLit render modes. I am still getting the same results. I could combine the mesh but I have the parts going inactive when outside the camera's field of view. Any ideas does not necessarily have to answer the question just solve the problem?
– MCHammond