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Draw calls on sprites seem dependent on presence of an alpha channel?

Discussion in '2D' started by DarkMarmot, Apr 30, 2016.

  1. DarkMarmot

    DarkMarmot

    Joined:
    Nov 13, 2013
    Posts:
    22
    I have a scene that has multiple small sprites sharing the same packing tag.

    It generates 1 draw call if the textures are opaque rects.

    If I switch one of the sprites to a texture with some transparency, it creates many draw calls.

    The new texture has the same packing tag, same size and other settings.

    I tried using the 'advanced' texture setting with 'tight mesh' but get the same results.

    Anything fundamental I'm missing? I thought the alpha values could be merged if the textures used the same atlas?

    Thanks!
    Scott
     
  2. DarkMarmot

    DarkMarmot

    Joined:
    Nov 13, 2013
    Posts:
    22
    To note, I switched out the sprites for quads with cutout shaders and got to 1 draw call without an issue.
    I just wish quads had some kind of automatic texture atlas system like the packing tag.