I’m using URP with SRP Batcher enabled (the SpriteRenderer is batched; checked in frame debugger)
I turned on GPU skinning option in project setting
I’m using URP 2D default material, Sprite-Unlit-Default
But it seems skinning is still done in CPU. (I can still find DeformationManagerUpdater.LateUpdate() in profiler)
Am I missing something? or Is already using GPU for skinning? (then what does DeformationManagerUpdater.LateUpdate() means?)
Using a Custom Material Property Block will disable SRP-Batcher and will fall back to Dynamic-Batching and Skinning will fall back to CPU as well.
If this is not the case, could you please provide more info or submit a simple repro project that will help us better analyze the issue ?
Thanks for the explanation.
Then, which profiler marker should I monitor to confirm that GPU skinning is working? I couldn’t find any noticeable markers when using CPU skinning mode.
SRP-Batcher only supports GPU-Skinning.
If GPU-Skinning is not active or if shader does not support GPU-Skinning, Dynamic-Batching is used instead.
You can check GPU-Skinning being active in Frame-Debugger. Frame-Debugger shows SRP-Batcher if GPU-Skinning is active. Otherwise it will show Dynamic-Batch.