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2d/fix for global light batching bug #6167
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2d/fix for global light batching bug #6167
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Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed. URP Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure. |
Fix verified on branch: 2022.1.0a13.1822 case 1376487: Verified only 1 Draw Dynamic call in Frame Debugger, capsules in scene are drawn together/batched |
Backport 2021.2: |
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need-backport-*
label. After you backport the PR, the label changes tobackported-*
.CHANGELOG.md
file.Purpose of this PR
This fixes an issue where if a Light2D had been set shadows enabled, and then set it to a global light, it would cause layer batching to break. This was also an issue with the default global light in the 2D URP template.
https://fogbugz.unity3d.com/f/cases/1376487/
https://jira.unity3d.com/browse/D2D-3056
Testing status
I added an automated test for layer batching
This was also tested by our QA.