Example of a Surface Shader that supports GPU Instancing in the Built-In Render Pipeline
An example of a Surface Shader with different color values for each instance.
Read time 1 minuteLast updated 21 days ago
The following example demonstrates how to create an instanced Surface Shader with different color values for each instance.
Shader "Custom/InstancedColorSurfaceShader"{ Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM // Uses the physically based standard lighting model with shadows enabled for all light types. #pragma surface surf Standard fullforwardshadows // Use Shader model 3.0 target #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; UNITY_INSTANCING_BUFFER_START(Props) UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color) UNITY_INSTANCING_BUFFER_END(Props) void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * UNITY_ACCESS_INSTANCED_PROP(Props, _Color); o.Albedo = c.rgb; o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Diffuse"}