Version: Unity 6.5 Beta (6000.5)
Language : English
Add per-instance properties to GPU instancing shaders in the Built-In Render Pipeline
Example of a Surface Shader that supports GPU Instancing in the Built-In Render Pipeline

Examples of GPU instancing shaders in the Built-In Render Pipeline

Important: The Built-In Render Pipeline is deprecated and will be made obsolete in a future release.
It remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.
For more information on migration, refer to Migrating from the Built-In Render Pipeline to the Universal Render Pipeline and Render pipeline feature comparison.

Examples of an HLSL shaderA program that runs on the GPU. More info
See in Glossary
and a Surface ShaderA streamlined way of writing shaders for the Built-in Render Pipeline. More info
See in Glossary
that support GPU instancing.

Page Description
Example of an HLSL shader that supports GPU Instancing An example of an instanced vertex and fragment shader with different color values for each instance.
Example of a Surface Shader that supports GPU Instancing An example of a Surface Shader with different color values for each instance.
Example of changing per-instance data at runtime An example of using MaterialPropertyBlock objects to set the color property of an instanced shader.
Add per-instance properties to GPU instancing shaders in the Built-In Render Pipeline
Example of a Surface Shader that supports GPU Instancing in the Built-In Render Pipeline