Version: Unity 6.7 Alpha (6000.7)
Language : English
GPU instancing
Enable GPU instancing for a prebuilt material

Introduction to GPU instancing

GPU instancing is a draw call optimization method that uses a single draw call to render multiple GameObjects that use the same mesh and material. This speeds up rendering when you draw things that appear multiple times in a scene, for example, trees or bushes.

GPU instancing is a built-in functionality of GPUs. Each copy of the mesh is called an instance. Each instance can have different properties, such as color or scale.

The performance benefits of GPU instancing depend on the platform and the GPU. For each draw call, Unity has to collect, combine, and upload properties from various memory locations, so the performance overhead might outweigh the benefits. The performance benefits are better on mobile platforms than on desktop platforms.

To use GPU instancing, refer to Enable GPU instancing for a prebuilt material.

Render pipeline compatibility

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.

GPU instancing is compatible with all Unity render pipelines, with the following limitations:

For information on draw call optimization methods you can use instead of GPU instancing, refer to Choose a method for optimizing draw calls.

Indirect lighting compatibility

GPU instancing supports the following types of GameObject:

  • Dynamic GameObjects that get lighting from Light Probes.
  • Static GameObjects that get lighting from lightmaps, if they have Contribute GI enabled in their Static Editor Flags, and they bake to the same lightmap texture.
  • GameObjects that use Light Probe Proxy Volumes (LPPV). You must bake the LPPV for the entire space that contains all the instances.

Shader and mesh compatibility

The following meshes are compatible if you use prebuilt materials:

The following shaders support GPU instancing:

To create a custom shader that supports GPU instancing, refer to the following:

Additional resources

GPU instancing
Enable GPU instancing for a prebuilt material