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; [...
usingUnityEngine;namespaceInstanceTutorial{publicclassSpawner:MonoBehaviour{[Range(1, 100)]publicintspawnLineCount;[Range(0.0f, 4.0f)]publicfloatpositionScale;publicMeshmesh;publicMaterialcommonLit;privateMatrix4x4[]matrices;voidStart(){Generation();}voidUpdate(){Graphics.DrawMeshInstanced(mesh,0,commonLit,...
# 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...
GetInstanceIDGets the instance ID of the object. ToStringReturns the name of the object. Static Methods MethodDescription DestroyRemoves a GameObject, component or asset. DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead. ...
UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); UnityLight mainLight=MainLight (); UNITY_LIGHT_ATTENUATION(atten, i, s.posWorld); half occlusion=Occlusion(i.tex.xy); UnityGI gi=FragmentGI (s, occlusion, i.ambientOrLightmapUV, atten, mainLight); ...
如果未在场景中的任何游戏对象上启用 GPU 实例化,Unity 会剥离实例化变体。要覆盖此剥离行为,请打开 Graphics 设置(菜单:__Edit>Project Settings__,然后选择Graphics类别),找到Shader stripping部分,并更改Instancing Variants。 对于Graphics.DrawMeshInstanced,您需要在脚本传递到此方法的材质上启用 GPU 实例化。但是,...
对比固定管线和可编程shader的基础结构 固定管线shader和可编程shader的基础结构是一样的,只是Render Setup部分不同。 Render Setup语法 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。
UNITY_SETUP_INSTANCE_ID(i);// necessary only if any instanced properties are going to be accessed in the fragment Shader. returntex2D(_MainTex,i.uv)*UNITY_ACCESS_INSTANCED_PROP(Props,_Color); } ENDCG } } } 所以,静态不动的物体就没必要用上面的方法了,于是我又测试了Graphics.DrawMeshInsta...
Create->Shader->StandardSurfaceShader(Instanced) 1. 可以创建一个标准表面着色器(instance),下面是此着色器中的一段代码 (PS: 我所实验的是Unity 5.5的版本,而Unity5.6中已经没有这个选项,同时Unity5.6在材质属性面板中有一个Enable Instance Variants 勾选项,勾选表示支持Instance) ...
UNITY_TRANSFER_INSTANCE_ID(v,o);o.vertex=UnityObjectToClipPos(v.vertex);returno;}fixed4frag(v2f i):SV_Target{//这个宏让Instance ID在Shader函数里能够被访问到//要想访问独有属性必须调用这个宏UNITY_SETUP_INSTANCE_ID(i);//访问每个Instance独有的属性fixed4 col=UNITY_ACCESS_INSTANCED_PROP(_...