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Fixed in 5.0.1
Votes
0
Found in
4.2.0f4
Issue ID
559254
Regression
No
OnRenderImage breaks batching for shadow caster/collector
I found that using OnRenderImage with shadow will breaks shadow batching in Unity 4.2.
I attach a post-processing script to camera. It only contains a simple
OnRenderImage method which only do Graphics.Blit(source, destination).
When the post-processing script is disabled and hard-shadow is enabled, # of draw calls is 9.
However, when the post-processing script and hard-shadow are both enabled, # of draw calls becomes 70.
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