#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。
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...
“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...
// 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" ...
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 // --- // 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 ...
11() => { armToUse.renderer.enabled =false; }); What’s going on here : You callWait.Untilas a static method and pass it one or two methods (be it lambdas or method references) : The first one is theConditionwhich gets evaluated every Update until it returns true, and the second...
ShaderLab ShaderLab是一种专门用于Unity的着色器语言,用于描述着色器的结构和属性,包括渲染类型、材质...