Version: Unity 6.0 (6000.0)
言語 : 日本語
メッシュの手動結合
URP でのグラフィックスのパフォーマンスとプロファイリング

Access properties in combined meshes

In the Built-in Render Pipeline, you can use a MaterialPropertyBlock to change material properties without breaking draw call batching. The CPU still needs to make some render-state changes, but using a MaterialPropertyBlock is faster than using multiple materials.

If your project uses a Scriptable Render Pipeline, don’t use a MaterialPropertyBlock because they remove SRP Batcher compatibility for the material. Use different materials for the different properties instead.

Warning: When you access shared material properties from a C# script, make sure to use Renderer.sharedMaterial and not Renderer.material. Renderer.material creates a copy of the material and assigns the copy back to the Renderer. This stops Unity from batching the draw calls for that Renderer.

Additional resources

メッシュの手動結合
URP でのグラフィックスのパフォーマンスとプロファイリング