GPU instancing

You can use GPU Instancing to draw various copies of a mesh at once. This is useful for drawing objects such as buildings, trees and grass that appear repeatedly in your scene – but with the addition of varying parameters per instance (for example color or scale), you could reduce repetition without sacrificing quality!
GPU Instancing can reduce the number of draw calls used per Scene, which is an important factor when improving rendering performance. The technology only works with identical Meshes and each instance will have different parameters like color or scale for added variation in your projects appearance without making them appear repetitious .

Adding instancing to your Materials

GPU Instancing is only enabled for a select few materials, and it’s not something that’ll work with most shaders. If you want to use the benefits of GPU instancing then your material needs to support either standard or surface shader capabilities which are both detailed in this documentation page about Shader capability

If we inspect our two examples here – one where its turned on (top) versus off (bot), there can be seen how frames per second increase dramatically when utilizing batching
The first time you enable GPU Instancing in your scene, Unity will ask if it can create a copy of the object for each instance that is being created. You’ll also notice some performance benefits—such as faster batching and saving by chunking down rendering into smaller “batches.”
Unity automatically picks MeshRenderer components and Graphics.DrawMesh calls for instancing, but not SkinnedMeshRenderers because it’s more efficient to batch GameObjects that share the same Meshes with different Materials together in a single GPU draw call (except if you’re using very specific shaders). To create variations on your model or level geometry use per-instance data instead of applying tweakable settings everywhere!

Adding per-instance data

To add more variance to your instanced GameObjects, modify the Shader of each instance by adding per-instance properties such as Material color. The example below demonstrates how this could look:
The output is simple and straightforward without excessive repetition; it clearly communicates what needs doing while being brief enough not be boring or overly technical
By default, Unity only batches instances of GameObjects with different Transforms in each instanced draw call. To add more variance to your instance’s material and make them feel like they’re truly unique from one another – instead of simply appearing once per frame- modify the Shader file so that you can specify individual values for color on each object using this syntax: ” < properties > = {0}+attribute Where attribute could be normalmaps/texcoord(s)”. This will allow us greater control over how our gamer objects appear across multiple frames when we aren’t limited by batching!
Unity will gather _Color values from the MaterialPropertyBlock objects set on GameObjects and put them in a single draw call. This means that if you have many different colors which are used by your game’s assets, they can be drawn together instead of one large texture or array with all those color data points highlighted as MIP level incorrectly–which would cause extreme performance issues when running through each individual pixel!

Unity automatically gathers properties declared using “Material” class into its own specific instance block enabling smoother management for games having numerous such definitions across multiple platforms
Drawing a lot of objects at once can make your scene run slower, so it’s important to find ways that won’t slow down production. One way you could do this would be enabling GPU instancing in the game or animation engine settings with certain programs like Unity Pro and Personal Edition 7+. You’d need access though if want users without licenses then there should probably just have been an option for them rather than requiring an extra purchase because people will buy these things sometimes thinking they’ll get everything but instead are left feeling gypped out when what was given doesn’t match expectations properly – especially since most content creators don
You can optimize your game for performance by using instanced rendering. To do so, select the Shader in Project window and enable Instancing under General > Render Settings/Advanced (top menu).
The resulting draw call batches may be broken if you use a per-instance property with _Color or an instancing shader without any input parameters specified; however this will not occur when MaterialPropertyBlock settings differ between instances because then GPU Compute Code Generation is disabled automatically on compile time!

Batching priority

When batching, Unity prioritizes Static Batching over instancing. If you mark one of your GameObjects for static batching and it successfully batches with no errors or warnings in the inspector window when doing so, then that means that as long as none of its renderers have shader properties set to “Use Instanced Data” – which would trigger a warning- there won’t be any issues while playing because anything rendering will go through only 1 draw call instead 4! However if this happens anyways due just say some crazy designer decided he wanted those little micro buildings looking extra shiny on occasion even though they were never used anywhere except by themselves directly against their own Skybox (which
Graphics.DrawMeshInstanced
Some factors can prevent GameObjects from being instanced together automatically. These include Material changes and depth sorting, but there is an easy solution: just use Graphics.DrawMeshInstanced to force Unity to draw these objects using GPU instancing! This function works similarly like DrawMesh; however it will only allow one frame of rendering without creating unnecessary gameobjects- which saves memory in your project when compared with repeatedly calling graphics functions such as render or particles systems on a mesh object several times per frame.*

Graphics.DrawMeshInstancedIndirect

The DrawMeshInstancedIndirect script is useful if you want to draw many instances of an object with different data on the GPU, but don’t know how many there will be. This function reads from a compute buffer and populates that information onto each instance’s vertex assembles so they’re ready when rendering time comes around again later (this helps reduce GL_OUT_OF_MEMORY errors). You can find complete documentation for this API in Graphics/DrawMeshInstancesIn

Global Illumination support

Advancements in Unity 2018.1 have long been awaited, and now they’re here! GI rendering is supported by GPU Instancing in the form of light probes, occlusion probes (in Shadowmask mode) for shadows on dynamic objects that are affected by them baked into scene or static render targets which can be batched together using Forward/Deferred Draw Loop with ease – all thanks to this new feature called “Global Illumination”. For Graphics-DrawMeshInstanced you can enable automatic usage if either type at time through setting values within Inspector tab under “Light Probes” node; just make sure not only does your machine meet minimum requirements but also supports it too before turning any lights off everywhere else so these tools work properly without crashing

Global Illumination and GPU Instancing

GPU Instancing is a new technology in Unity that can help you to create dynamic, interactive scenes. It allows for the creation of thousands (or even millions) of mesh objects with GI enabled on their renderer component – all without having any additional draw calls! This means less processor time and smoother gameplay thanks to realistic lighting effects across every object imaginable; from destructible environments right down to characters’ skin textures. The best part? You don’t need any elaborate programming knowledge because it’s automatically handled by our own software development kit (SDK).