Shader : issue with vertex positions when multiple models are on the scene

Hi ! I’m currently trying to make a tree growth using a vertex shader. I use the easiest way I’ve found : I just make vertex scale from 0 to 1.

void vert(inout appdata_full v){
	v.vertex.xyz = mul(v.vertex.xyz, _GrowthAmount);
}

It works well when I have only one model on the scene. When I have more than one tree, they grow normally, but they all begin from the center of the map ( position (0, 0, 0) ) and they slide to their position will growing.
I know I missed something, but I searched for several hours and I can’t find any solution… Can anyone help me ? Thanks :slight_smile:

That sounds like dynamic batching combining the vertices of your trees into a single mesh centred around the origin. Try adding “DisableBatching” = “True” to the tags at the top of your shader: Unity - Manual: ShaderLab: assigning tags to a SubShader