The Scriptable Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary (SRP) Batcher is a draw call optimization that significantly improves performance for applications that use an SRP. The SRP Batcher reduces the CPU time Unity requires to prepare and dispatch draw calls for materials that use the same shader variant.
This section includes information about the render pipeline compatibility of the SRP Batcher.
功能 | 内置渲染管线 | 通用渲染管线 (URP) | 高清渲染管线 (HDRP) | Custom Scriptable Render Pipeline (SRP) |
---|---|---|---|---|
SRP Batcher | 否 | 是 | 是 | 是 |
In any given scene, some GameObjects are compatible with the SRP Batcher, and some aren’t. Compatible GameObjects use the SRP Batcher code path, and non-compatible GameObjects use the standard SRP code path. For more information, see How the SRP Batcher works.
A GameObject must meet the following requirements to be compatible with the SRP Batcher code path:
All lit and unlit shaders in the High Definition Render Pipeline (HDRP) and the Universal Render Pipeline (URP) fit this requirement (except for the particle versions of these shaders).
For a custom shader to be compatible with the SRP Batcher it must meet the following requirements:
UnityPerDraw
. For example, unity_ObjectToWorld
, or unity_SHAr
.UnityPerMaterial
.You can check the compatibility status of a shader in the Inspector panel.
This section contains information on how to use the SRP Batcher in Unity’s pre-built Scriptable Render Pipelines.
要在 URP 中激活 SRP Batcher,请执行以下操作:
Unity doesn’t show certain advanced properties in the URP Asset by default. To see all available properties:
Unity shows all available properties in the current section.
To show all additional properties in all sections:
When you use HDRP, Unity enables the SRP Batcher by default. Disabling the SRP Batcher isn’t recommended. However, you can temporarily disable the SRP Batcher for debugging purposes.
To enable and disable the SRP Batcher at build time using the Editor:
To enable or disable the SRP Batcher at runtime, toggle the following global variable in your C# code:
GraphicsSettings.useScriptableRenderPipelineBatching = true;
The traditional way to optimize draw calls is to reduce the number of them. Instead, the SRP Batcher reduces render-state changes between draw calls. To do this, the SRP Batcher combines a sequence of bind
and draw
GPU commands. Each sequence of commands is called an SRP batch.
To achieve optimal performance for your rendering, each SRP batch should contain as many bind
and draw
commands as possible. To achieve this, use as few shader variants as possible. You can still use as many different materials with the same shader as you want.
When Unity detects a new material during the render loop, the CPU collects all properties and binds them to the GPU in constant buffers. The number of GPU buffers depends on how the shader declares its constant buffers.
The SRP Batcher is a low-level render loop that makes material data persist in GPU memory. If the material content doesn’t change, theSRP Batcher doesn’t make any render-state changes. Instead, the SRP Batcher uses a dedicated code path to update the Unity Engine properties in a large GPU buffer, like this:
Here, the CPU only handles the Unity Engine properties, labeled Per Object large buffer in the above diagram. All materials have persistent constant buffers located in GPU memory, which are ready to use. This speeds up rendering because:
In some rare cases, you might want to intentionally make particular GameObjects incompatible with the SRP Batcher. For example, if you want to use GPU instancing, which isn’t compatible with the SRP Batcher. If you want to render many identical meshes with the exact same material, GPU instancing can be more efficient than the SRP Batcher. To use GPU instancing, you must either:
There are two ways to remove compatibility with the SRP Batcher from a GameObject:
Tip: If you use GPU instancing instead of the SRP Batcher, use the ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info
See in Glossary to make sure that GPU instancing is more efficient for your application than the SRP Batcher.
You can make both hand-written and Shader Graph shaders incompatible with the SRP Batcher. However, for Shader Graph shaders, if you change and recompile the Shader Graph often, it’s simpler to make the renderer incompatible instead.
To make a Unity shader incompatible with the SRP Batcher, you need to make changes to the shader source file:
Properties
block. Don’t declare the new material property in the UnityPerMaterial
constant buffer.The material property doesn’t need to do anything; just having a material property that doesn’t exist in the UnityPerMaterial
constant buffer makes the shader incompatible with the SRP Batcher.
Warning: If you use a Shader Graph, be aware that every time you edit and recompile the Shader Graph, you must repeat this process.
You can make individual renderers incompatible with the SRP Batcher. To do this, add a MaterialPropertyBlock
to the renderer.
You can check the status of SRP batches in the Frame Debugger window. Each SRP Batch displays how many draw calls Unity used, which keywords Unity attached to the shader, and the reason why Unity didn’t batch that draw call with the previous one.
要检查 SRP Batcher 批次的状态,请执行以下操作:
In the example below, the reason is: Nodes have different shaders. This means that the shader for that SRP batch os different to the one in the previous SRP batch. Because the SRP Batcher used a different shader, the SRP Batcher created a new batch. If several SRP batches have a low number of draw calls, it often means the project uses too many shader variants.
If you write your own Scriptable Render Pipeline, instead of using either the Universal Render Pipeline or the High Definition Render Pipeline, try to write a generic multi-purpose shader with a minimal number of keywords. This is optimal because you can use as many material properties as you want.