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 Unity gpu instancing  
 
unity可以自动合并相同的material对象渲染  
将对应shader enable instancing的选项勾上  
 
 
本文说明一下直接调用unity api的方式,实现合并渲染  
参考opengl gl_Instance  
unity提供了一组api,向gpu批量提交渲染数据  
以其中的一个为例Graphics.DrawMeshInstanced  
参数为网格数据,shader,以及每个instance的变换矩阵  
 
Material.SetBuffer可以向shader传递数组,在shader可以根据unity_InstanceID相访问对应的实例数据  
 
本文的例子是在urp下实现的,使用了urp中shader的api  
 
运行效果如下:  
   
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shader代码:  
Shader "lsc/gpu_instancing"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100
        Pass
        {
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            //启用gpu instancing
            #pragma multi_compile_instancing 
            //开启主灯光的阴影
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
            #pragma multi_compile_fragment _ _SHADOWS_SOFT
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
            //自定义数组,保存每个实例的颜色
            StructuredBuffer<float4> _instancing_color;
            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };
            struct v2f
            {
                float2 uv : TEXCOORD0;
                float3 positionWS               : TEXCOORD2;
                float4 positionCS               : SV_POSITION;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };
            sampler2D _MainTex;
            float4 _MainTex_ST;
            v2f vert (appdata v)
            {
                v2f o;
                //给unity_InstanceID赋值,使urp的内部函数会自动调用unity_Builtins0数组中的属性
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_TRANSFER_INSTANCE_ID(v, o);
                //内部会自动取实例的变幻矩阵,在不同的位置画出实例
                VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
                o.positionCS = vertexInput.positionCS;
                o.positionWS = vertexInput.positionWS;
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }
            half4 frag (v2f i) : SV_Target
            {
                UNITY_SETUP_INSTANCE_ID(i);
                half4 col = tex2D(_MainTex, i.uv);
#ifdef UNITY_INSTANCING_ENABLED
                col.rgb = _instancing_color[unity_InstanceID];
#else
                col.rgb = half4(0, 1, 0, 1);
#endif
                //计算主光与阴影
                float4 shadow_coord = TransformWorldToShadowCoord(i.positionWS);
                Light mainLight = GetMainLight(shadow_coord);
                half3 light_col = mainLight.color * mainLight.shadowAttenuation;
                col.rgb = light_col * col.rgb;
                return col;
            }
            ENDHLSL
        }
        Pass //产生阴影
        {
            Name "ShadowCaster"
            Tags{"LightMode" = "ShadowCaster"}
            ZWrite On
            ZTest LEqual
            ColorMask 0
            Cull[_Cull]
            HLSLPROGRAM
            #pragma exclude_renderers gles gles3 glcore
            #pragma target 4.5
            // -------------------------------------
            // Material Keywords
            #pragma shader_feature_local_fragment _ALPHATEST_ON
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing
            #pragma multi_compile _ DOTS_INSTANCING_ON
            #pragma vertex ShadowPassVertex
            #pragma fragment ShadowPassFragment
            #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
            ENDHLSL
		}
        Pass //写入深度
        {
            Name "DepthOnly"
            Tags{"LightMode" = "DepthOnly"}
            ZWrite On
            ColorMask 0
            Cull[_Cull]
            HLSLPROGRAM
            #pragma exclude_renderers gles gles3 glcore
            #pragma target 4.5
            #pragma vertex DepthOnlyVertex
            #pragma fragment DepthOnlyFragment
            // -------------------------------------
            // Material Keywords
            #pragma shader_feature_local_fragment _ALPHATEST_ON
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing
            #pragma multi_compile _ DOTS_INSTANCING_ON
            #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
            ENDHLSL
        }
    }
}
  
 
对应的cs代码  
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Mathematics;
//此脚本挂在任意物体(空物体也可)
public class gpu_instancing : MonoBehaviour
{
    public int gobj_line_count_ = 20;
    public int gobj_count_perline_ = 20;
    
    //网格数据
    public Mesh instance_mesh_;
    //gpu instancing shader
    public Material mtrl_;
    ComputeBuffer cb_color_;
    List<float4> lst_color_;
    void Start()
    {
        cb_color_ = new ComputeBuffer(gobj_line_count_ * gobj_count_perline_, sizeof(float) * 4);
        lst_color_ = new List<float4>();
    }
    void Update()
    {
        //绘制gpu instancing 100个胶囊
        lst_color_.Clear();
        Vector3 pos = this.transform.position;
        var matrices = new Matrix4x4[gobj_line_count_ * gobj_count_perline_];
        for (int i = 0; i < gobj_line_count_; i++)
        {
            for (int j = 0; j < gobj_count_perline_; j++)
            {
                Vector3 tmppos = pos;
                tmppos.z = pos.z + i;
                tmppos.x = pos.x + j;
                var scale = new Vector3(0.5f, 0.5f, 0.5f);
                var matrix = Matrix4x4.TRS(tmppos, Quaternion.identity, scale);
                matrices[i * gobj_count_perline_ + j] = matrix;
                //每个实例颜色赋值
                lst_color_.Add(new float4((float)i/ gobj_line_count_, (float)j / gobj_count_perline_, 0.0f, 1.0f));
            }
        }
        cb_color_.SetData(lst_color_);
        //每个实例的颜色数组
        mtrl_.SetBuffer(Shader.PropertyToID("_instancing_color"), cb_color_);
        if (mtrl_)
            Graphics.DrawMeshInstanced(instance_mesh_, 0, mtrl_, matrices, gobj_line_count_ * gobj_count_perline_);//materices是变换矩阵
    }
}
  
                
        
    
 
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