In some rare cases, you might want to intentionally make particular 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 incompatible with the SRP Batcher. For example, if you want to use GPU instancing, which isn’t compatible with the SRP Batcher. If you want to render many identical meshes with the exact same material, GPU instancing can be more efficient than the SRP Batcher. To use GPU instancing, you must either:
There are two ways to remove compatibility with the SRP Batcher from a GameObject:
Tip: If you use GPU instancing instead of the SRP Batcher, use the ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info
See in Glossary to make sure that GPU instancing is more efficient for your application than the SRP Batcher.
You can make both hand-written and Shader Graph shaders incompatible with the SRP Batcher. However, for Shader Graph shaders, if you change and recompile the Shader Graph often, it’s simpler to make the renderer incompatible instead.
To make a Unity shader incompatible with the SRP Batcher, you need to make changes to the shader source file:
Properties
block. Don’t declare the new material property in the UnityPerMaterial
constant buffer.The material property doesn’t need to do anything; just having a material property that doesn’t exist in the UnityPerMaterial
constant buffer makes the shader incompatible with the SRP Batcher.
Warning: If you use a Shader Graph, be aware that every time you edit and recompile the Shader Graph, you must repeat this process.
You can make individual renderers incompatible with the SRP Batcher. To do this, add a MaterialPropertyBlock
to the renderer.