I have a very general question about batching. What actually relates the number of batches to the number of lights/meshes/materials in the scene?
As I understand, with no batching, it’s roughly 1/Material/MeshRenderer, and with static batching it’s something like 1/Material? But I don’t think any of that’s quite right, and I don’t know how lights affect it at all.
Usually non-shadowcasting lights seem to add 1 or 2 per light, and shadowcasting lights add 6-8, but sometimes, as in these screenshots, a point or spot light seems to be taking my batches apart, and making a new batch for every mesh in its radius.
This happens on Forward, Deferred, and to a lesser extent even on Vertex Lit. (Vertex Lit only adds about a hundred batches instead of about five hundred.)
Does anyone know what to do about this? Would someone mind explaining the rules for what has to go in a new batch? Are there any best practices to follow when working with dynamic lights and runtime-instantiated tiles?
Thanks!
Edit: Better illustration, with normal Unity cubes – no probuilder. I’m also sure it’s not lux.

