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Hi there! I don't know if this is a bug or simply something that is not possible to do right now so sorry if it's in the wrong place. Search didn't help either hence the new topic. Currently the objects using some kind of vertex data (additional vertex streams) don't seem to be batching together due to GPU instancing. I realize this also needs some shader work, which I've tried to no avail because then it will one consider one of the meshes to render. In the end it got me thinking if it's even possible. Considering that the whole purposed of GPU instancing is to render the same mesh multiple types with some different properties it does make sense that when using additional vertex streams unity "sees" the meshes as different meshes and not just different properties. So, is it even possible to have GPU instancing?
Recently I did some test and found out that GPU instancing doesn't work on pro builder objects , Just to test it create a probuilder object and create multiple duplicates of that object with GPU instancing selected on the material. You will notice that instancing doesn't work on them but After exporting it in obj format and re importing the GPU instancing works fine. Sorry if I posted this in wrong section , Was just wondering if it's normal or there are some settings which can make the GPU instancing work on probuilderized objects?