RenderMeshInstanced方法对实例数量有限制,通常不超过1024。如果你需要渲染更多实例,可能需要使用其他技术,如Graphics.DrawMeshInstancedIndirect或 URP 中的DrawMeshInstancedProcedural。 A.2 Graphics.DrawMeshInstancedIndirect 这个方法使用间接绘制调用来渲染实例化网格。它需要一个包含渲染参数的缓冲区(通常是ComputeBuffer...
GPU instancing不支持SkinnedMeshRenderers(有一种烘焙动画的方式,从而使带有动画的GameObject不使用SkinnedMeshRenderers组件来播放动画,进行GPU instancing),或者那些带有MeshRnederer组件并且SRP Batcher是compatible的GameObject。 2)Graphics.RenderMeshInstanced或者Graphics.RenderMeshIndirect 命令,这些方法多次渲染使用同一个...
public static void RenderMeshInstanced (ref RenderParams rparams, Mesh mesh, int submeshIndex, T[] instanceData, int instanceCount= -1, int startInstance= 0); public static void RenderMeshInstanced (ref RenderParams rparams, Mesh mesh, int submeshIndex, List<T> instanceData, int instance...
positionBuffer.SetData(mPositions); instanceMaterial.SetBuffer("positionBuffer", positionBuffer); // Render Graphics.DrawMeshInstancedIndirect( instanceMesh, 0, instanceMaterial, new Bounds(Vector3.zero, new Vector3(100.0f, 100.0f, 100.0f)), argsBuffer); } 1. 2. 3. 4. 5. 6. 7. 8. 9....
instanceMaterial.SetBuffer("positionBuffer", positionBuffer);//RenderGraphics.DrawMeshInstancedIndirect( instanceMesh,0, instanceMaterial,newBounds(Vector3.zero,newVector3(100.0f,100.0f,100.0f)), argsBuffer); } shader需要额外定制,这点比较蛋疼。如果换成standard读不到positionBuffer这种结构。
// RenderGraphics.DrawMeshInstancedIndirect(instanceMesh, subMeshIndex, instanceMaterial, newBounds(Vector3.zero, newVector3(100.0f, 100.0f, 100.0f)), argsBuffer); } void OnGUI() {GUI.Label(newRect(265, 25, 200, 30), "Instance Count: " + instanceCount.ToString()); instanceCount = (int...
This repository also contains a RendererFeature(GrassBendingRTPrePass.cs) to render an offscreen RT(R8), which renders top down view grass bending area (by trail renderer following moving objects), it is a very simple method but the result is good enough for this demo....
6)Instancing对超大量物体的容忍度极高,我们可以看到文章开头的图片是我们绘制4000棵数的时候,instancing的帧率仍然可以维持在70-80帧,render time不变,而同样情况下batching的fps只有7帧。 7)综上,我们得出更简单的三条结论:物体数量中等时,instance节省内存的意义更大,数量很多时,提升帧率的意义更大,数量逆天时,in...
比如说我们可以给每个静态物体挂一个脚本,在里面定义一个包含Render,lightmapIndex与lightmapScaleOffset的结构,然后一个Save函数用来在每次烘焙lightmap之后把lightmapIndex与lightmapScaleOffset序列化进结构中,一个Load函数用来在切换lightmap时还原每个Renderer的lightmapIndex与lightmapScaleOffset信息。现在这个问题就解决...
Mesh instance_mesh = gdata.gobj_skinmesh_render_.GetComponent<SkinnedMeshRenderer>().sharedMesh; //绘制gpu instancing 100个小熊 lst_color_.Clear(); lst_ani_matrix_index_.Clear(); Vector3 pos = this.transform.position; var matrices = new Matrix4x4[gobj_line_count_ * gobj_count_perline_...