Version: Unity 6.7 Alpha (6000.7)
Language : English
Define custom data formats for particles in the Built-In Render Pipeline
Apply GPU instancing for a Particle System in the Built-In Render Pipeline

Particle System optimization 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.

Resources for using GPU instancing to improve the performance of your particle systems.

Property Function
Apply GPU instancing for a Particle System Activate and apply GPU instancing, which renders MeshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary
particles instead of billboardA textured 2D object that rotates so that it always faces the Camera. More info
See in Glossary
particles to improve performance.
Example of Particle System GPU Instancing in a Surface Shader View an example script for applying GPU instancing to a Surface Shader.
Example of Particle System GPU Instancing in a Custom Shader View an example script for applying GPU instancing to a Custom Shader.
Example of Particle system GPU Instancing with custom vertex streams View an example script for applying GPU instancing with custom vertex streams.
Define custom data formats for particles in the Built-In Render Pipeline
Apply GPU instancing for a Particle System in the Built-In Render Pipeline