Prevent Unity stripping GPU instancing shaders in the Built-In Render Pipeline
Graphics performance and profiling reference
GPU instancing shader reference for the Built-In Render PipelineThis section contains information about shaderA program that runs on the GPU. More info
See in Glossary additions that relate to GPU instancing.
#pragma multi_compile_instancing
Generates instancing variants. This is required for fragment and vertex shadersA program that runs on each vertex of a 3D model when the model is being rendered. More info#pragma instancing_options
Specifies options that Unity uses for instances. For information on the option switches available, see #pragma instancing_options
. UNITY_VERTEX_INPUT_INSTANCE_ID
Defines an instance ID in the vertex shader input/output structure. To use this macro, enable the INSTANCING_ON shader keyword. Otherwise, Unity doesnât set up the instance ID.
vertexInput.instanceID
inside an #ifdef INSTANCING_ON block. If you donât use this block, variants fail to compile. UNITY_INSTANCING_BUFFER_START(bufferName)
Declares the start of a per-instance constant buffer named bufferName
. Use this macro with UNITY_INSTANCING_BUFFER_END
to wrap declarations of the properties that you want to be unique to each instance. Declare properties inside the buffer usingUNITY_DEFINE_INSTANCED_PROP
. UNITY_INSTANCING_BUFFER_END(bufferName)
Declares the end of a per-instance constant buffer named bufferName
. Use this macro with UNITY_INSTANCING_BUFFER_START
to wrap declarations of the properties that you want to be unique to each instance. Declare properties inside the buffer usingUNITY_DEFINE_INSTANCED_PROP
. UNITY_DEFINE_INSTANCED_PROP(type, propertyName)
Defines a per-instance shader property with the specified type and name. In the examples below, the _Color
property is unique. UNITY_SETUP_INSTANCE_ID(v);
Allows shader functions to access the instance ID. For vertex shaders, this macro is required at the beginning. For fragment shaders, this addition is optional. For an example, see Vertex and fragment shader. UNITY_TRANSFER_INSTANCE_ID(v, o);
Copies the instance ID from the input structure to the output structure in the vertex shader. Use this macro if you need to access per-instance data in the fragment shader. UNITY_ACCESS_INSTANCED_PROP(bufferName, propertyName)
Accesses a per-instance shader property in an instancing constant buffer. Unity uses the instance ID to index into the instance data array.bufferName
must match the name of the constant buffer that contains the specified property.This macro compiles differently for INSTANCING_ON and non-instancing variants. Instancing_options switches
The [#pragma instancing_options](#pragma-instancing_options) directive can use the following switches:
Switch Descriptionforcemaxcount:batchSize
and maxcount:batchSize
On most platforms, Unity automatically calculates the instancing data array size. It divides the maximum constant buffer size on the target device with the size of the structure that contains all per-instance properties. Generally, you donât need to worry about the batch size. However, some platforms require a fixed array size. To specify the batch size for those platforms, use the maxcount
option. Other platforms ignore this option. If you want to force a batch size for all platforms, use forcemaxcount
. This is useful when, for example, your project uses RenderMeshInstanced to issue draw calls with 256 instanced spritesA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More infoassumeuniformscaling
Instructs Unity to assume that all the instances have uniform scalings (the same scale for all X, Y, and Z axes). nolodfade
Makes Unity not apply GPU instancing to LODThe Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases. More infonolightprobe
Prevents Unity from applying GPU instancing to Light ProbeLight probes store information about how light passes through space in your scene. A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. More infoON
can improve performance if your project doesnât contain GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObjectâs functionality is defined by the Components attached to it. More infonolightmap
Prevents Unity from applying GPU instancing to lightmapA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More infoON
can improve performance if your project doesnât contain GameObjects that use both GPU instancing and lightmaps. procedural:FunctionName
Generates an additional variant for use with Graphics.RenderMeshIndirect. At the beginning of the vertex shader stage, Unity calls the function specified after the colon. To set up the instance data manually, add per-instance data to this function in the same way you would normally add per-instance data to a shader. Unity also calls this function at the beginning of a fragment shader if any of the fetched instance properties are included in the fragment shader.
Prevent Unity stripping GPU instancing shaders in the Built-In Render Pipeline
Graphics performance and profiling reference
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