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; [...
在顶点输入结构体中定义UNITY_VERTEX_INPUT_INSTANCE_ID 定义材质属性块UNITY_INSTANCING_BUFFER_START(UnityPerMaterial) 设置与传递UNITY_SETUP_INSTANCE_IDUNITY_TRANSFER_INSTANCE_ID 使用时,UNITY_ACCESS_INSTANCED_PROP 详解可以跳转: 现在,使用新的shader创建材质,开启gpu instacing,替换spawner材质,看看: 成功实例化...
UNITY_VERTEX_INPUT_INSTANCE_ID 定义数据。 setup,在 vert/frag 中使用需要先UNITY_SETUP_INSTANCE_ID。在 frag 中使用还要在 vert 中使用UNITY_TRANSFER_INSTANCE_ID 获取数据。UNITY_ACCESS_INSTANCED_PROP shader sample Shader "Custom/TestDrawInstance" { Properties { _MainTex ("Texture",2D) = "white" ...
void setup() { #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED float4 data = positionBuffer[unity_InstanceID]; float rotation = data.w * data.w * _Time.y * 0.5f; rotate2D(data.xz, rotation); unity_ObjectToWorld._11_21_31_41 = float4(data.w, 0, 0, 0); unity_ObjectToWorld._12_22...
UNITY_SETUP_INSTANCE_ID(v); o.color=v.color; o.texcoord=v.texcoord; vertInstancingColor(o.color); vertInstancingUVs(v.texcoord, o.texcoord); #ifdefined(UNITY_PARTICLE_INSTANCING_ENABLED) UNITY_PARTICLE_INSTANCE_DATA data=unity_ParticleInstanceData[unity_InstanceID]; ...
添加后,可以得到选项 第二步:在顶点数据结构的最后,增加UNITY_VERTEX_INPUT_INSTANCE_ID定义 第三步:在顶点程序的最前面增加UNITY_SETUP_INSTANCE_ID ()的宏方法 UNITY_SETUP_INSTANCE_ID(v); 第四步:在材质球的Inspector中把EnableGpuInstance的选项给勾选上. 勾选 验证:有instanced字段,即表示已经成功 分享...
#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_TRANSFER_INSTANCE_ID(v, o); o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); // o.worldlight = UnityObjectToViewPos(v.normal); o.uv1 = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw; ...
UNITY_SETUP_INSTANCE_ID(i); fixed4 originalCol = tex2D(_MainTex, i.uv) * UNITY_ACCESS_INSTANCED_PROP(Props, _Color); ///---漫反射--- //---自发光 //float emission = originalCol.a * _EmissionMask; //自发光 //float emisstionValue = emission < 0.5 ? 0 : 1; fixed3 emissti...
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() { ...