Version: 2022.3
言語: 日本語
How BatchRendererGroup works
Creating a renderer with BatchRendererGroup

Getting started with BatchRendererGroup

This page explains what render pipelines and platforms support BatchRendererGroup (BRG) and explains how to set up your project to support BRG.

要件と互換性

レンダーパイプラインの互換性

The following table shows which render pipelines support BRG.

機能名 ビルトインレンダーパイプライン ユニバーサルレンダーパイプライン (URP) HD レンダーパイプライン (HDRP) カスタム SRP
BatchRendererGroup なし 可 (1) 可 (1) 可 (1)

ノート:

  1. If the project uses the SRP Batcher.

プラットフォームの互換性

Unity supports BRG on:

  • Windows using DirectX 11
  • Windows using DirectX 12
  • Windows using Vulkan
  • ユニバーサル Windows プラットフォーム
  • Linux using Vulkan
  • macOS using Metal
  • iOS
  • Android using Vulkan
  • PlayStation 4
  • PlayStation 5
  • Xbox One
  • Xbox Series X and Xbox Series S
  • Nintendo Switch
  • Google Stadia

Setting up your project for BatchRendererGroup

Before you use BRG, your project must support it. BRG requires your project to:

  • Use the SRP Batcher. To enable the SRP Batcher, see Using the SRP Batcher.
  • Keep BRG shader variants. To do this, select Edit > Project Settings > Graphics, and set BatchRendererGroup variants to Keep all.
  • If your project uses URP, it’s best practice to disable the Strip Unused Variants Global Setting. This helps to avoid problems with Unity stripping necessary DOTS Instancing variants. For more information, see DOTS Instancing shaders. To find this setting, select Edit > Project Settings > URP Global Settings.
  • Allow unsafe code. To do this, enable the Allow ‘unsafe’ Code Player Setting.

Note: The BatchRendererGroup uses DOTS Instancing shaders, but it doesn’t require any DOTS packages. The name reflects the new data-oriented way to load instance data, and also helps with backward compatibility with existing Hybrid Renderer compatible shaders.

For information on how to use BRG to create a basic renderer, see Creating a renderer with BatchRendererGroup.

How BatchRendererGroup works
Creating a renderer with BatchRendererGroup
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