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Are you sure the global shader properties are the issue? We also need to flush batches if we are just setting GL.Scissor without any property changes. I don't see how we can avoid flushing when masking changes.
Every time we need to change a global shader property, a batch much be split up.
Right now we are incurring insane performance overheads from zero batching. This needs to be addressed as a priority, in my opinion.
with batching: 1480fps
without batching: 98fps
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