Hi,
I’m a noob, so this might be totally my fault. I searched a lot on the interwebs for a solution, but I didn’t find anything.
I’m using Unity Pro 4.5.0f6.
I’m working on a 2D game and I created a simple scene with 20 or so sprites.
They’re all flagged as “static” and they are packed in the same atlas using Sprite Packer.
Initially I was using the Sprites-Default material for all of them and the whole scene was being drawn in just 2 draw calls (and about 15 calls saved by batching).
Then I decided to add a point light and I created a new material that is using the Sprites-Diffuse shader.
I assigned the new material to all the sprites in the scene.
That’s the only thing I did and now the batching is broken: 34 draw calls, saved by batching 0.
I did all kind of tests, repacked the atlas, recreated the material… but nothing. If I simply select the Sprites-Default shader the batching is completely restored.
So… is this a bug? Is it by design? Do I have to forget about using the sprites-diffuse shader with batching?
Thank you!