I’ve already disabled Dynamic Batching and Instancing, but the renderer still tries to draw far object first.
This causes heavy overdraw for opaque obj, how should I fix this?(But on Editor, it seems working well from frame debugger)
any one?
Are all of those individual meshes?
Look into unity’s Occlusion Culling system: Working with Occlusion Culling - Unity Learn
thanks for reply, but my case is a random dungeon, so it’s not possible to bake culling info for it.