Version: 2022.3
Language : English
Scriptable Render Pipeline Batcher
How BatchRendererGroup works


BatchRendererGroup (BRG) is an API for high-performance custom rendering in projects that use a Scriptable Render Pipeline (SRP) and the SRP Batcher.

BRG is the perfect tool to:

  • Render DOTS Entities. For more information how Entities uses BRG, refer to Entities Graphics Performance.
  • Render a large number of environment objects where using individual 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
    would be too resource-intensive. For example, procedurally-placed plants or rocks.
  • Render custom terrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. More info
    See in Glossary
    patches. You can use different meshes or materials to display different levels of detail.

The following table lists and describes the topics in this section of the documentation.

Topic Description
How BatchRendererGroup works Explains how BRG renders to the screen and introduces BRG-specific concepts.
Getting started with BatchRendererGroup Describes the requirements and compatibility of BRG and explains how to set up your project to support BRG.
Creating a renderer with BatchRendererGroup A section that explains how to use BRG to create a simple custom renderer.
DOTS Instancing shaders Describes the new data-oriented way shadersA program that runs on the GPU. More info
See in Glossary
can load instance data.
Scriptable Render Pipeline Batcher
How BatchRendererGroup works