I was investigating the cause of hundreds of draw calls in my game and noticed an interesting pattern.
As you see, only 7 draw calls in the scene. each of the spike and wall have their own surface appearances, with the exact same properties. the renderer batches them all as expected. However:
When my code which individually fluctuates the emissive strength of each wall runs, it causes hundreds of draw calls.
Expected behavior
I expected draw calls on surface appearances to be batched if the only difference is emissive strength. even with all the same properties, changing emissive strength creates a new draw call.

