Version: Unity 6.0 (6000.0)
言語 : 日本語
ドローコールの最適化の概要
GPU インスタンシング

Choose a method for optimizing draw calls

Use draw call optimization if the CPU sends too many draw calls to the GPU, which is also known as being CPU-bound. For more information about draw calls, refer to Introduction to optimizing draw calls.

Check the number of draw calls

To check if your scene sends too many draw calls, do any of the following:

Choose optimization methods

The supported and recommended methods for optimizing draw calls depend on whether you use the Universal Render Pipeline (URP), the High Definition Render Pipeline (HDRP), or the Built-In Render Pipeline (BIRP).

Feature Type Multithreaded Recommendation in URP Recommendation in HDRP Recommendation in the Built-In Render Pipeline
Scriptable Render Pipeline (SRP) Batcher Reduces render state updates No. Enable. Refer to SRP Batcher in URP Enable. Refer to SRP Batcher in HDRP Not supported.
GPU Resident Drawer Uses GPU instancing. Yes. Enable. Refer to GPU Resident Drawer in URP Enable. Refer to GPU Resident Drawer in HDRP Not supported.
BatchRendererGroup (BRG) API Uses GPU instancing. Yes. Use the GPU Resident Drawer instead, except for advanced use cases. Use the GPU Resident Drawer instead, except for advanced use cases. Not supported.
GPU Instancing Uses GPU instancing. No. Disable, to avoid extra shader variants. Disable, to avoid extra shader variants. Enable if you have many instances or lights. Refer to GPU Instancing.
Batching Combines meshes No. Disable. Static batching isn’t compatible with the BRG API or GPU Resident Drawer. Disable. Static batching isn’t compatible with the BRG API or GPU Resident Drawer. Enable static batching. Dynamic batching is no longer recommended. Refer to Batching.

If you have many instances or lights, you can also use optimize mesh rendering using level of detail (LOD).

To get the best results from any draw call optimization method, do the following:

  • Use the same materials for different GameObjects as much as possible.
  • If you want to render the same mesh with different properties, for example different colors, use Material Variants instead of multiple materials.
  • Avoid using the MaterialPropertyBlock API in URP and HDRP.

Use multiple optimization methods

You can use multiple draw call optimization methods in the same scene, but each GameObject uses only one of the following methods, in this priority order:

  1. SRP Batcher, and static batching if you enable it.
  2. GPU instancing, including the GPU Resident Drawer or the BatchRendererGroup API.
  3. Dynamic batching.

Additional resources

ドローコールの最適化の概要
GPU インスタンシング