Projector shadow with high drawcalls problem

I have a little drawcall problem with Projector shadows. Currently around 25 drawcalls for each Projector. But i just have four active lights in the scene. What baffled me was the fact that the draw calls goes down with every level piece that i remove. Especially with level pieces that does not overlap the Projector shadow. I thought that Projector shadows just interacts with the current object that they overlap? Is this behaviour normal?

Any ideas or recommendations here?

This is normal yes.

Every single object hit by a projector is redrawn to render the projector onto its surface in an overlay. (the same also holds for normal shadows in forward rendering by the way)

The other drawcall generator you have are lights. Depending on your quality settings there though. Every object hit by a pixel light gets redrawn again for each pixel light too

in both cases these redraws happen in a transparent form, so they are also hitting the fillrate for this reason, so local limitation and optimized assets that are correspondingly seperated are crucial or highly recommended for performance reasons

Thanks Dreamora :slight_smile:

But the projector does not overlap those other objects. What`s the case though is that those other objects are one big piece. So you can somehow say that the projector is inside the volume. But it does not overlap this geometry, it does not hit it. And still, when i remove one of them, then the number of drawcalls goes down for the projector.

Ah wait, do you mean that geometry that is made of several sub geometries better gets split into its pieces? Is that my error? That i have merged them to one big mesh? But i have merged them to reduce drawcalls. I`m a bit confused here now.

EDIT, i`ve merged those meshes in question to a even bigger mesh now. And the drawcalls are gone. Conclusion. Blobshadow produces drawcalls when it overlaps the bounding box of another mesh, not the geometry. Lots learned today. Thanks for help :slight_smile:

You have to ignore certain layers. I had to ignore all layers except for ground layers and it’s only producing 1-2 more batches now. It was producing 20 more per npc that used them otherwise.

Frustratingly, projectors seem to render on top of every object on the layer within a 180 degree frustum, instead of using the projector’s frustum.