Version: Unity 6 Preview (6000.0)
Language : English
Example of an HLSL shader that supports GPU Instancing in the Built-In Render Pipeline
Prevent Unity stripping GPU instancing shaders in the Built-In Render Pipeline

Example of changing per-instance data at runtime in the Built-In Render Pipeline

The following example demonstrates how to use MaterialPropertyBlock objects to set per-instance data for a group of GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
at runtime. It sets the _Color property from the above shaderA program that runs on the GPU. More info
See in Glossary
examples to a random color.

Important: MaterialPropertyBlocks break SRP Batcher compatibility. For more information, see GPU instancing: Requirements and Compatibility.

using UnityEngine;

public class MaterialPropertyBlockExample : MonoBehaviour
{
public GameObject[] objects;

void Start()
{
MaterialPropertyBlock props = new MaterialPropertyBlock();
MeshRenderer renderer;

foreach (GameObject obj in objects)
{
float r = Random.Range(0.0f, 1.0f);
float g = Random.Range(0.0f, 1.0f);
float b = Random.Range(0.0f, 1.0f);
props.SetColor("_Color", new Color(r, g, b));

renderer = obj.GetComponent<MeshRenderer>();
renderer.SetPropertyBlock(props);
}
}
}
Example of an HLSL shader that supports GPU Instancing in the Built-In Render Pipeline
Prevent Unity stripping GPU instancing shaders in the Built-In Render Pipeline