What is the difference between set pass calls and draw calls.
In the attachment, values are different for set pass calls and draw calls.

What is the difference between set pass calls and draw calls.
In the attachment, values are different for set pass calls and draw calls.

SetPass refers to the material setup, and DrawCalls refer to each item submitted for rendering.
When batching is enabled, Unity can perform a single SetPass call, and then submit multiple draw calls, re-using the same material state.
Thanks for explaining that.
Oh hey. Could you help this guy out. He needs some help here.
And unfortunately, I’m not an expert on networking. ![]()
https://forum.unity.com/threads/game-crashes-out-of-gpu-memory.527805/#post-3472190
And this poor guy too: https://forum.unity.com/threads/i-have-some-trouble-in-developing-a-music-game.512206/#post-3459055
Thanks.
Are you sure regarding this? I thought that Dynamic batching reduces Draw Calls, not Set Passes. It just combines multiple small meshes into one and performs a single Draw Call on it. This means that even in the case when batching is disabled Unity still “can perform a single SetPass call, and then submit multiple draw calls, re-using the same material state”.
Dynamic batching does indeed merge several meshes into a single mesh, resulting in a single set pass and draw call per batch. Though dynamic batching may split up groups of meshes with the same material and not draw them as all a single mesh depending on things like lighting or sorting order requirements that prevent batching. This is why you might have a scene with several low poly meshes all using the same material that could get batched into a single dynamic batch, and still see more than one batch.
Static batching also merges several meshes into a single mesh, but still renders each game object as a separate draw call by rendering only a range of vertices at a time. This allows for culling and toggling of mesh renderer visibility.