Version: Unity 6 Preview (6000.0)
Language : English
Create draw commands with the BatchRendererGroup API in URP
DOTS Instancing shaders in URP

Writing custom shaders for the BatchRendererGroup API

Resources for writing custom shadersA program that runs on the GPU. More info
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that support Data-Oriented Technology Stack (DOTS) Instancing, so they can be used with the BatchRendererGroup API.

Page Description
DOTS Instancing shaders Learn about the characteristics and advantages of shaders that support DOTS Instancing.
Support DOTS Instancing in a a custom shader Add defines and properties to a custom shader to make it compatible with DOTS Instancing.
Declare DOTS Instancing properties in a custom shader Declare a DOTS Instancing property block in custom shader code.
Access DOTS Instancing properties in a custom shader Use built-in macros to access DOTS Instancing properties in custom shader code.
Best practice for DOTS Instancing shaders Structure data to avoid DOTS Instancing shaders behaving in unexpected ways.
DOTS Instancing shader samples Examples of using built-in macros to access per-instance data and constant data in DOTS Instancing shaders.
DOTS Instancing shader macros reference Explore the built-in macros you can use to access DOTS Instancing properties in a custom shader.
DOTS Instancing shader functions reference Explore the built-in functions you can use to load the values of constants directly from the draw command data.
Create draw commands with the BatchRendererGroup API in URP
DOTS Instancing shaders in URP