Version: Unity 6.0 (6000.0)
언어 : 한국어
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URP의 그래픽스 성능 및 프로파일링

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

메시 수동 결합
URP의 그래픽스 성능 및 프로파일링