Use the Light Batching Debugger to visualize how Unity batches 2D Lights and Shadow Casters according to the Sorting Layers they target in the sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary.
For Unity to batch Sorting Layers, the layers need to fulfill the following conditions:
The debugger compares adjacent batches and highlights the Lights or Shadow Casters that target each Sorting Layer, and displays which Lights or Shadow Casters you need to add or remove for Unity to be able to batch the Sorting Layers.
Check how Unity batches 2D lights in your project with the Light Batching Debugger window..
The following are examples of how Unity batches Lights and Shadow Casters under different conditions. Each example consists of two Sorting Layers named BG and Default, and two Lights named A and B.
Conditions:
Result: Unity batches both Lights together as they target the same layers.
Conditions:
Result: Unity doesn’t batch the layers as both Lights target different Sorting Layers.
Conditions:
Result: Unity batches the layers as both Lights and sets of Shadow Casters target the same layers.
Conditions: * Both Lights A and B target both BG and Default. * Shadows are only enabled for Light A, and the Shadow Caster targets both BG and Default.
Result: Unity batches the layers as the Shadow Caster targets both Sorting Layers so that both layers share the same shadow settings, making the light texture the same for both layers.
Conditions:
Result: Unity doesn’t batch the layers as the Shadow Caster targets one layer and not the other; this results in the light textures of both layers not being the same and unable to be batched.