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Question by dumpstertree · Aug 02, 2016 at 04:10 PM · unity 5batchinggpuinstancing

Unity 5.4 Gpu Instancing reduces amount of saved batches to zero

I just updated to 5.4 and I am trying to wrap my head around the way that the new gpu instancing works. As far as I am aware in order to use this new feature you just need to switch your material to the new InstancedShader and all objects of the same Mesh and Material get drawn together. However, this is negating all previous optimization done. It reduces the amount of "Batches Saved" to 0 and piles them all into the "Batches". In some cases this also increases the "SetPass Calls" pretty drastically as well.

The test scene I am using has 3 meshes all sharing one master material and all meshes are static.

With InstancedShader: alt text

With Standard Shader: alt text

Hoping I am just using this wrong and someone can just point me in the right direction.

withinstancedshader.png (31.5 kB)
withoutinstancedshader.png (31.2 kB)
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avatar image Hanoble · Aug 02, 2016 at 06:12 PM 0
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It is not any of these restrictions getting in the way?

https://docs.unity3d.com/540/Documentation/$$anonymous$$anual/GPUInstancing.html

I also saw this and wanted to jump all over it for the GearVR, but realized that there is no support on that platform. Possibly you have a similar issue?

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