Graphics.DrawMeshInstanced

Draw the same mesh multiple times using GPU instancing.
可以免去创建和管理gameObj的开销
并不是立即绘制,如需:Graphics.DrawMeshNow
每帧调用一次,当帧发送绘制请求
Meshes are not further culled by the view frustum or baked occluders, nor sorted for transparency or z efficiency.
You can only draw a maximum of 1023 instances at once
SE 3.0 以上支持
材质要勾上 enableInstancing   总的检查:material.enableInstancing && SystemInfo.supportsInstancing 

过程中遇到的问题:
导入mesh,的Use File Scale 勾上就不显示??? 模型的缩放调整有问题,去掉后原本的模型直接放显得特别大
1146702-20171025175828504-887343071.jpg
感觉像是这个函数强行用了一次file scale,再用会变得更小(函数自身*导入参数)
去掉设置,这个函数的变正常,但直接拖到游戏就不对,应该是个bug

public class GpuInstancingTest : MonoBehaviour {
	public Mesh mesh;
	public Material material;
	
	List<Matrix4x4> matrices = new List<Matrix4x4>();

	void Start()
	{
		if (!material.enableInstancing || !SystemInfo.supportsInstancing)
		{
			enabled = false;
			return;
		}

		for (int i = 0; i < 10; ++i)
		{
			Matrix4x4 mt = Matrix4x4.TRS(transform.position + (i * 1.1f) * Vector3.up, transform.rotation, Vector3.one);
			matrices.Add(mt);
		}
	}

	// Update is called once per frame
	void Update () {
		Graphics.DrawMeshInstanced(mesh, 0, material, matrices);
	}
}
x
26
 
1
public class GpuInstancingTest : MonoBehaviour {
2
    public Mesh mesh;
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    public Material material;
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    List<Matrix4x4> matrices = new List<Matrix4x4>();
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    void Start()
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    {
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        if (!material.enableInstancing || !SystemInfo.supportsInstancing)
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        {
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            enabled = false;
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            return;
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        }
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        for (int i = 0; i < 10; ++i)
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        {
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            Matrix4x4 mt = Matrix4x4.TRS(transform.position + (i * 1.1f) * Vector3.up, transform.rotation, Vector3.one);
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            matrices.Add(mt);
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        }
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    }
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    // Update is called once per frame
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    void Update () {
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        Graphics.DrawMeshInstanced(mesh, 0, material, matrices);
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    }
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}








转载于:https://www.cnblogs.com/Hichy/p/7730353.html

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