Version: Unity 6.0 (6000.0)
Language : English
Examples of GPU instancing shaders in the Built-In Render Pipeline
Example of a shader that supports GPU Instancing in the Built-In Render Pipeline

Example of a Surface Shader that supports GPU Instancing in the Built-In Render Pipeline

The following example demonstrates how to create an instanced Surface Shader with different color values for each instance.

Shader "Custom/InstancedColorSurfaceShader"
{
    Properties
    {
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        _Metallic ("Metallic", Range(0,1)) = 0.0
    }

    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 200
        
        CGPROGRAM
        // Uses the physically based standard lighting model with shadows enabled for all light types.
        #pragma surface surf Standard fullforwardshadows
        
        // Use Shader model 3.0 target
        #pragma target 3.0
        sampler2D _MainTex;
        
        struct Input
        {
            float2 uv_MainTex;
        };
        
        half _Glossiness;
        half _Metallic;
        
        UNITY_INSTANCING_BUFFER_START(Props)
        UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color)
        UNITY_INSTANCING_BUFFER_END(Props)
        
        void surf (Input IN, inout SurfaceOutputStandard o) 
        {
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * UNITY_ACCESS_INSTANCED_PROP(Props, _Color);
            o.Albedo = c.rgb;
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}
Examples of GPU instancing shaders in the Built-In Render Pipeline
Example of a shader that supports GPU Instancing in the Built-In Render Pipeline