UNITY_STEREO_INSTANCING_ENABLED处理跳过 unity_InstanceID = inputInstanceID + unity_BaseInstanceID; #if UNITY_ANY_INSTANCING_ENABLED void UnitySetupInstanceID(uint inputInstanceID) { #ifdef UNITY_STEREO_INSTANCING_ENABLED #if !defined(SHADEROPTIONS_XR_MAX_VIEWS) || SHADEROPTIONS_XR_MAX_VIEWS <= ...
#pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile _ _FORWARD_PLUS #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #pragma instancing_options renderinglayer xxxxLighting.hlsl 中修改如下:: half3 color = GlobalIllumination...
HLSLPROGRAM#pragmatarget 3.0//=== GPU Instancing ===#pragmamulti_compile_instancing#pragmainstancing_options renderinglayer#pragmamulti_compile _ DOTS_INSTANCING_ON#pragmavertex Vertex#pragmafragment Fragment#include"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"#include"Packages/com....
// GPU Instancing #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex LitPassVertex #pragma fragment LitPassFragment #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" //需要光照系统时增加此引...
//--- // GPU Instancing // Instancing开关 #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile _ DOTS_INSTANCING_ON // 内置属性支持 #if defined(UNITY_DOTS_INSTANCING_ENABLED) #undef UNITY_MATRIX_M #undef UNITY_MATRIX_I_M #undef UNITY_PREV_MATRIX_M...
This property controls whether Unity renders the Particle System using GPU Instancing. This requires the use of a compatible shader. For more information, seeParticle Mesh GPU Instancing. Flip在指定轴上镜像一定比例的粒子。较高的值会翻转更多的粒子。
于是决定自己先做一个插件,使用GPU instancing方式,这种方式刷草很符合大量相似小物体的渲染情景,不需要实例化草物体和多次从CPU提交GPU数据,相当于将大片草合批后整体提交给GPU,然后一次性渲染,减少了CPU和GPU之间的信息交换,且GPU的运算速度较CPU要高得多,能轻松搞定同屏100万面渲染而帧率保持在100帧以上,关于GPU ...
Enable GPU Instancing Control whether the Particle System will be rendered using GPU Instancing. Requires using the Mesh Render Mode, and using a compatible shader. See Particle Mesh GPU Instancing for more details. Flip Mirror a proportion of the particles across the specified axes. A higher valu...
4. GPU instancing is a technique that allows large numbers of identical objects to be very efficiently batched. There are limitations to its use and it is not supported by all hardware, but if our game has many identical objects on screen at once we may be able to benefit from this tech...
Rendering Layers Use Rendering Layers (similarly as URP - except that only the first 16 rendering layers can be used in HDRP) for Light Layer... Read more Released Screen Space Lens Flares Very quickly and easily add lens flares and light streaks effects automatically generated from the fram...