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SetPass calls

RimGui uses CommandBuffer.DrawMesh() internally for rendering and utilizes only a single shader and material.
Although the SetPass calls count in the Game window's Statistics increases when CommandBuffer.DrawMesh() is used—even if the same material is used—this doesn't cause any actual issues, because the material values are not being sent to the GPU each time.

Reference:
Is there a way to batch meshes that are drawn with CommandBuffer.DrawMesh? – Unity Engine – Unity Discussions