For example static batching:
groups objects to 1 big batch -> this 1 big batch contains many fast and cheap draw calls
expensive draw calls = many changes between draw calls
Unity profiler shows no. of batches
Render doc shows no. of draw calls
For example static batching:
groups objects to 1 big batch -> this 1 big batch contains many fast and cheap draw calls
expensive draw calls = many changes between draw calls
Unity profiler shows no. of batches
Render doc shows no. of draw calls
Played with it a bit and it’s very handy!
Available in latest 2018.3. Official sample project :
https://github.com/Unity-Technologies/2d-animation-v2-samples
The theme is “Crisp”. A just for fun game done in 2 days.
https://mingwai.itch.io/crispycrash
Visual Effect Graph is so fun to play with! It’s available in 2018.3
Download : https://drive.google.com/open?id=1hloorB11hPcIXIIKBIRzqvon9mpmbYPK
If you are looking for doing it in custom SRP, please visit my github
How to use :
Just add your shaders and names to the CustomDrawModeAsset
Last update: Sept 2020
Update: This image is too old so please look at the comparison table below instead
Single thread / direct -force-gfx-direct
Graphics Jobs / legacy -force-gfx-jobs legacy
Cpu command – run in linear
Render command – run in parallel
Cpu command – run in parallel
Render command – run in parallel
Update:
If you are using 2019.1+, you might notice there is a big change to the SRP APIs.
I’ve created a new repository and you can grab here. Much cleaner and minimal.
https://github.com/cinight/CustomSRP
Here lists out exact what codes enable the Unity feature when making our custom SRP.
Indicators:
In pipeline code
In shader code
✅ Doesn’t need to specifically care about it in codes. Write the codes as usual.