renderer.material vs MaterialPropertyBlock in URP
TL;DR In URP, coloring 10,000 cubes with a single cached MaterialPropertyBlock was about 6× slower than using renderer.material in my test. The property block saved roughly 10,000 Material objects, but it pushed every cube out of the SRP Batcher: SetPass calls went from 46 to 20,024. renderer.material has a real cost too. It clones one […]
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