UNITY_SETUP_INSTANCE_ID(input); float4 baseColor = UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _BaseColor); return baseColor ; } Graphics.DrawMeshInstanced Unity提供了Graphics.DrawMeshInstanced来使用GPU Instancing合批。 public class MeshBall : MonoBehaviour { [SerializeField] private Mesh mesh; [...
UNITY_VERTEX_INPUT_INSTANCE_ID }; Varings vert(Attributes input, uint instanceID : SV_instanceID){ Varings o; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input,o); o.positionCS = TransformObjectToHClip(input.positionOS); o.uv = input.uv; o.positionWS = TransformObjectTo...
# pragma exclude_renderers gles#pragmavertex vert#pragmafragment frag#pragmamulti_compile_instancing#pragmainstancing_options procedural:vertInstancingSetup#defineUNITY_PARTICLE_INSTANCE_DATA MyParticleInstanceData#defineUNITY_PARTICLE_INSTANCE_DATA_NO_ANIM_FRAMEstructMyParticleInstanceData { float3x4 transform;ui...
UNITY_VERTEX_INPUT_INSTANCE_ID }; UNITY_INSTANCING_BUFFER_START(Props) UNITY_DEFINE_INSTANCED_PROP(float4, _Color) UNITY_INSTANCING_BUFFER_END(Props) v2f vert(appdata_base v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.pos = UnityObjectToClipPos(v.vert...
UNITY_SETUP_INSTANCE_ID(v); VertexOutputForwardBase o; UNITY_INITIALIZE_OUTPUT(VertexOutputForwardBase, o); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 posWorld=mul(unity_ObjectToWorld, v.vertex);#ifUNITY_REQUIRE_FRAG_WORLDPOS#ifUNITY_PACK_WORLDPOS_WIT...
#define DEFAULT_UNITY_SETUP_INSTANCE_ID(input) { UnitySetupInstanceID(UNITY_GET_INSTANCE_ID(input)); UnitySetupCompoundMatrices(); } 1. 2. 3. 4. 5. 6. 这个宏主要做了两件事,第一是设置全局的unity_InstanceID变量,该变量用于索引shader用到的各类内置矩阵(例如object to world)的数组: ...
UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); #ifdef SOFTPARTICLES_ON o.projPos = ComputeScreenPos(o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); #endif o.color = v.color; ...
{v2f o;UNITY_SETUP_INSTANCE_ID(v);UNITY_TRANSFER_INSTANCE_ID(v,o);// 仅当您要访问片元着色器中的实例化属性时才需要。o.vertex=UnityObjectToClipPos(v.vertex);returno;}fixed4frag(v2f i):SV_Target{UNITY_SETUP_INSTANCE_ID(i);// 仅当要在片元着色器中访问任何实例化属性时才需要。return...
private int colorID; private void Start () { GPUInstanceByBlock(); //GPUInstanceByDrawMesh(); } private void Update() { if (insMesh != null) DrawMeshes(); } // 方法1:通过Shader + PropertyBlock 实现GPU Instance private void GPUInstanceByBlock() { ...
1. 固定管线shader 使用ShaderLab命令组成Render Setup代码。 2. 可编程shader 使用CG/HLSL语言编写Render Setup代码。 使用CG语言编写一段简单的雾效shader的Render Setup部分如下所示: CGPROGRAM // 开始编写CG代码的标志 #pragma vertex vert // 定义一个定点着色器的入口函数,#pragma vertex 自定义函数名 ...