批处理不合并的情况有哪些?

# Batch Breaking Cause
This project demonstrates different cases when Unity has to break a batch while rendering.  
Best used with Unity 5.6b4+ where the Frame Debugger window shows why Unity had to start a new batch.

# Causes

- **Additional Vertex Streams** — the object has additional vertex streams set using MeshRenderer.additionalVertexStreams. 该对象使用MeshRenderer.additionalVertexStreams设置额外的顶点流
- **Deferred Objects on Different Lighting Layers** — the object is on a different light layer.不同物体使用不同的灯光层
- **Deferred Objects Split by Shadow Distance** — one of the objects is within shadow distance, the other one is not.--一个物体在阴影范围内,另一个不在阴影范围内
- **Different Combined Meshes** — the object belongs to another combined static mesh. --该对象属于另一个组合静态网格
- **Different Custom Properties** — the object has a different MaterialProperyBlock set.--这两个物体有着不同的材质属性
- **Different Lights** — the object is affected by a different forward light.  --收到不同的光照
- **Different Materials** — the object has a different material.--这两个物体有不同的材质
- **Different Reflection Probes** — the object is affected by a different reflection probe.--这两个物体受到不同的反射球的影响
- **Different Shadow Caster Hash** — the objects either have different shadow caster shaders, or have different shader properties / keywords that affect the output of the shadow caster pass.--这些对象要么有不同的阴影施法者着色器,要么有不同的影响阴影施法者通道输出的着色器属性/关键字
- **Different Shadow Receiving Settings** — the objects either have different "Receive Shadows" settings, or some objects are within the shadow distance, while some other objects are not. --这两个物体有不同的是否接受阴影的设置,或者一些物体在阴影距离内,一些不在阴影距离内。
- **Different Static Batching Flags** — the object has different static batching settings.--这两个物体有不同的静态批次设置
- **Dynamic Batching Disabled to Avoid Z-Fighting** — dynamic batching is turned off in Player Settings or disabled temporarily in the current context to avoid z-fighting.--动态批处理在玩家设置中被关闭,或者在当前上下文中暂时禁用,以避免z战斗。
- **Instancing Different Geometries** — rendering different meshes or sub-meshes with GPU instancing.--通过不同的主副网格并且勾选了GPUInstanceing
- **Lightmapped Objects** — the object uses a different light map or has different light map uv transformations within the same light map.--这两个物体使用不动的灯光贴图或者有不动的灯光UV变化使用同一张灯光贴图
- **Lightprobe Affected Objects** — the object is affected by different light probes.--受到不同的灯光探照的物体
- **Mixed Sided Mode Shadow Casters** — objects have different "Cast Shadows" settings.--物体包含不同的接受阴影设置
- **Multipass** — the object is using a multi-pass shader.--当前物体使用多通道shader
- **Multiple Forward Lights** — the object is affected by multiple forward lights.--该物件收到多个向前光线印象
- **Non-instanceable Property Set** — non-instanced properties are set for an instanced shader.--非实例属性是为实例着色器设置的
- **Odd Negative Scaling** — the object has odd negative scaling (e.g. (1, -1, 1)).--该对象具有奇负标度
- **Shader Disables Batching** — the shader explicitly disables batching with the "DisableBatching" tag.--着色器显式地使用“DisableBatching”标签禁用批处理
- **Too Many Indices in Dynamic Batch** — there are too many indices (more than 32k) in a dynamic batch.--在动态批处理合并中,太多的索引超过32K
- **Too Many Indices in Static Batch** — there are too many indices in the combined mesh of a static batch. The limit is 48k indices on OpenGL ES, 32k on OSX and 64k on other platforms.--静态批处理中的组合网格索引过多。对于OpenGL ES来说是48k,OSX是32k,其他平台是64k。
- **Too Many Vertex Attributes for Dynamic Batching** — a submesh we are trying to dynamically batch has more than 900 vertex attributes.--太多的节点属性在动态批处理合并中,当我们尝试动态批处理合并一个超过900个顶点的子网格
- **Too Many Vertices for Dynamic Batching** — a submesh we are trying to dynamically batch has more than 300 vertices.--太多的节点属性在动态批处理合并中,当我们尝试动态批处理合并一个超过300个顶点的子网格
 

你可能感兴趣的:(优化)