Hi there!
I’m playing around with the 2019.3 beta and noticed that the built-in Text Mesh Pro shaders aren’t currently compatible with the SRP Batcher (see attached).
Are there plans to update the Text Mesh Pro shaders to be fully compatible with the Universal Render Pipeline? If so, what’s the timeframe?
I work on some text-heavy projects (hundreds or a couple thousand text objects in a scene) so want to get an idea. Any info appreciated! 
I am also interested in SRP batching of TMP. It seems like it could be a nice performance boost.
1 Like
Me too, i cant seem to be able to use static batching for TMPPro fields, and i have to use ShaderGraph in a textfield-heavy project. I’m getting up to a 100 drawcalls per scene (got some Dynamic Batching working, but it’s not enough).
EDIT1: Did some further tests for those still looking to optimize:
Static batching didnt work at all for me, later i found it seemed to be due to the fact that the TMPro instances were not done with their texts on frame1 (i didn’t change the text at all), until i used StaticBatchingUtility.Combine(); - with a delay. When i called that on frame1, it had no effect (0 statically batched objects). But when called later (in frame2+), it batched half of the objects. Just make sure you group your objects correctly into a container, that you then call this on. Something tells me that TMPro should do this be default, but due to ‘reasons’ it doesn’t (in my project).
Dynamic batching works (if you enable it), but only for text fields with ~30 and less characters (this is due to ‘number of vertices’ limitation that dynamic batching has). As such, only limited amount of textfields in my project could’ve been dynamically batched.