Это актуально для любого 2D, в том числе ГУИ.
Однако - ткните плиз где написано, что они не бачатся?
Вот в мануале:
- Batching dynamic objects has certain overhead per vertex, so batching is applied only to meshes containing less than 900 vertex attributes in total.
- If your shader is using Vertex Position, Normal and single UV, then you can batch up to 300 verts and if your shader is using Vertex Position, Normal, UV0, UV1 and Tangent, then only 180 verts. Please note: attribute count limit might be changed in future
- Don't use scale. Objects with scale (1,1,1) and (2,2,2) won't batch.
- Uniformly scaled objects won't be batched with non-uniformly scaled ones. Objects with scale (1,1,1) and (1,2,1) won't be batched. On the other hand (1,2,1) and (1,3,1) will be.
- Using different material instances will cause batching to fail.
- Objects with lightmaps have additional (hidden) material parameter: offset/scale in lightmap, so lightmapped objects won't be batched (unless they point to same portions of lightmap)
- Multi-pass shaders will break batching. E.g. Almost all unity shaders supports several lights in forward rendering, effectively doing additional pass for them
Тут нет ничего о PointLight.