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Store blend mode between CanvasItems to preserve batching
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@ -566,6 +566,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
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uint32_t index = 0;
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Item *current_clip = nullptr;
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GLES3::CanvasShaderData *shader_data_cache = nullptr;
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// Record Batches.
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// First item always forms its own batch.
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@ -602,7 +603,6 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
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}
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}
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GLES3::CanvasShaderData *shader_data_cache = nullptr;
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if (material != state.canvas_instance_batches[state.current_batch_index].material) {
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_new_batch(batch_broken);
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