#ifdef UNITY_DOTS_INSTANCING_ENABLED UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata) UNITY_DOTS_INSTANCED_PROP(float4, _AnimCtrl) UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata) #define _AnimCtrl UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _AnimCtrl)#endif 加上以后,每次修改Entity...
例如10个相同的物体,位置不同,同一个材质,基于GPU Instancing合批,我们发现每个物体的位置不一样,而位置不是通过材质来修改的,说明了引擎在渲染物体的时候,除了会把材质中的数据传递给渲染管线以外,还会基于每个渲染体来传递数据给渲染管线。
看上去只有UNITY_DOTS_INSTANCING_ENABLED被定义时,_BaseColor属性才会被丢进一个UNITY_DOTS_INSTANCING_START的实例缓存中,非【Dots】环境下,_BaseColor是被定义在CBUFFER_START(UnityPerMaterial)中,这是为了unity自身的SRP Batch所创建的缓存。 有没有什么办法使用Lit的光照,同时支持一下实例化不同颜色呢,很简单,C...
例如10个相同的物体,位置不同,同一个材质,基于GPU Instancing合批,我们发现每个物体的位置不一样,而位置不是通过材质来修改的,说明了引擎在渲染物体的时候,除了会把材质中的数据传递给渲染管线以外,还会基于每个渲染体来传递数据给渲染管线。
“The material doesn‘t have GPU instancing enabled.” 材质未启用GPU Instancing功能 “Objects are rendered using different rendering functions. This can happen if the type of renderer is different (eg Mesh/Skinned Mesh) or when using different settings within the same renderer, such as Sprite Mas...
UNITY_SUPPORT_INSTANCING 平台支持Instance的情况下,根据Instance的定义情况开启对应的InstancePath宏定义 [UNITY_INSTANCING_ENABLED/UNITY_PROCEDURAL_INSTANCING_ENABLED/UNITY_DOTS_INSTANCING_ENABLED] UNITY_SUPPORT_STEREO_INSTANCING 平台支持Stereo Instance的情况下,根据Stereo Instance的定义情况开启 [UNITY_STEREO_...
// GPU Instancing #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" ...
//启用gpu instancing #pragma multi_compile_instancing //开启主灯光的阴影 #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" ...
DOTS-Enabled Property System: Supports ShaderGraph hybrid properties, with property painting via the property painter tool or scripts. Rendering Debugger: Full integration with SRP's rendering debugger. Debug scenes both in the editor and at runtime to see exactly what's happening in the renderer....
// GPU Instancing #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON // --- // Universal Pipeline keywords // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias ...