Version: 2020.3
LanguageEnglish
  • C#

ParticleSystemRenderer.enableGPUInstancing

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public bool enableGPUInstancing;

Description

Enables GPU Instancing on platforms that support it.

To use GPU Instancing to render a Particle System, the particle must 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"); } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961