Enables GPU Instancing on platforms where it is supported.
To be able to render a Particle System using GPU Instancing, it must also use a shader that contains a Procedural Instancing pass (that is, it contains the #pragma instancing_options procedural
directive).
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { private ParticleSystem ps; private ParticleSystemRenderer psr; private bool enableGPUInstancing = true;
void Start() { ps = GetComponent<ParticleSystem>(); psr = GetComponent<ParticleSystemRenderer>();
psr.renderMode = ParticleSystemRenderMode.Mesh; psr.SetMeshes(new Mesh[] { Resources.GetBuiltinResource<Mesh>("Capsule.fbx"), Resources.GetBuiltinResource<Mesh>("Cube.fbx"), Resources.GetBuiltinResource<Mesh>("Sphere.fbx") });
psr.sharedMaterial = new Material(Shader.Find("Particles/Standard Surface")); }
void Update() { psr.enableGPUInstancing = enableGPUInstancing; }
void OnGUI() { enableGPUInstancing = GUI.Toggle(new Rect(25, 45, 200, 30), enableGPUInstancing, "Enabled"); } }