Shader analysis and processing function ShaderUtil.HasProceduralInstancing for Unity performance optimization: in-depth analysis and practical cases

Shader analysis and processing function ShaderUtil.HasProceduralInstancing for Unity performance optimization: in-depth analysis and practical cases

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Introduction

In Unity, performance optimization is a very important part of the game development process. Among them, Shader optimization plays a crucial role in improving game performance. This article will provide an in-depth analysis of the Shader processing function in Unity ShaderUtil.HasProceduralInstancingand provide some practical cases to demonstrate its usage.

What is ShaderUtil.HasProceduralInstancing function?

ShaderUtil.HasProceduralInstancingIt is a public function in Unity, used to check whether the current platform supports procedural instantiation (Procedural Instancing). Procedural instancing is an optimization technique that can batch render the same model during the rendering process, thereby improving rendering performance.

Usage example

Here is an ShaderUtil.HasProceduralInstancingexample code using the function:

using UnityEngine;

public class ProceduralInstancingExample : MonoBehaviour
{
    public Material material;

    private void Start()
    {
        if (ShaderUtil.HasProceduralInstancing(material.shader))
        {
            // 在支持程序化实例化的平台上使用程序化实例化
            Graphics.DrawMeshInstanced(mesh, 0, material, matrices);
        }
        else
        {
            // 在不支持程序化实例化的平台上使用普通渲染
            for (int i = 0; i < matrices.Length; i++)
            {
                Graphics.DrawMesh(mesh, matrices[i], material, 0);
            }
        }
    }
}

In the above example, we first use ShaderUtil.HasProceduralInstancinga function to check whether the current platform supports programmatic instantiation. If supported, we use Graphics.DrawMeshInstancedthe function for batch rendering; if not supported, we use the normal rendering method, that is, using Graphics.DrawMeshthe function for single rendering.

In this way, we can choose the best rendering method based on platform support, thereby improving the performance of the game.

Practical cases

Below is a practical example showing how to use ShaderUtil.HasProceduralInstancingfunctions to optimize rendering performance in games.

Let's say we have a scene with a large number of tree models that need to be rendered. Without using procedural instantiation, we would need to make separate render calls for each tree, which would result in large rendering overhead.

By using ShaderUtil.HasProceduralInstancingfunctions, we can use programmatic instancing to batch render tree models on platforms that support programmatic instancing, thereby greatly reducing the number of rendering calls and improving rendering performance.

using UnityEngine;

public class TreeRenderingExample : MonoBehaviour
{
    public GameObject treePrefab;
    public int treeCount = 1000;

    private void Start()
    {
        if (ShaderUtil.HasProceduralInstancing(treePrefab.GetComponent<Renderer>().sharedMaterial.shader))
        {
            // 在支持程序化实例化的平台上使用程序化实例化
            Matrix4x4[] matrices = new Matrix4x4[treeCount];
            for (int i = 0; i < treeCount; i++)
            {
                matrices[i] = Matrix4x4.TRS(Random.insideUnitSphere * 10f, Quaternion.identity, Vector3.one);
            }
            Graphics.DrawMeshInstanced(treePrefab.GetComponent<MeshFilter>().sharedMesh, 0, treePrefab.GetComponent<Renderer>().sharedMaterial, matrices);
        }
        else
        {
            // 在不支持程序化实例化的平台上使用普通渲染
            for (int i = 0; i < treeCount; i++)
            {
                Instantiate(treePrefab, Random.insideUnitSphere * 10f, Quaternion.identity);
            }
        }
    }
}

In the above case, we first use ShaderUtil.HasProceduralInstancinga function to check whether the material used by the tree model supports procedural instantiation. If supported, we use Graphics.DrawMeshInstancedthe function for batch rendering; if not supported, we use the ordinary rendering method, that is, by instantiating the tree model for individual rendering.

In this way, we can choose the best rendering method based on platform support, thereby improving the rendering performance of a large number of tree models in the game.

in conclusion

Through an in-depth analysis of the Shader processing function in Unity ShaderUtil.HasProceduralInstancing, we understand that it is a function used to check whether the current platform supports programmatic instantiation. We also show how to use this function to optimize rendering performance in games and provide corresponding example code.

When optimizing performance, we should make full use of the various tools and functions provided by Unity ShaderUtil.HasProceduralInstancingto improve game performance and user experience.

I hope this article will be helpful to you in Unity performance optimization!


I sincerely apologize for the possible errors in my technical articles. I work hard to ensure that I provide accurate and reliable information, but due to the ever-changing nature of technology, errors are inevitable. If you find a bug or have any questions, please contact me. I will do my best to correct errors and provide more accurate information.

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Thank you for your understanding and support.

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Origin blog.csdn.net/alianhome/article/details/132817862