This page explains what render pipelines and platforms support BatchRendererGroup (BRG) and explains how to set up your project to support BRG.
The following table shows which render pipelines support BRG.
기능 이름 | 빌트인 렌더 파이프라인 | 유니버설 렌더 파이프라인(URP) | 고해상도 렌더 파이프라인(HDRP) | 커스텀 SRP |
---|---|---|---|---|
BatchRendererGroup | 지원 안 함 | 지원(1) | 지원(1) | 지원(1) |
참고:
Unity supports BRG on:
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.