Remove SRP Batcher compatibility for GameObjects in URP
Make a shader or renderer incompatible with the SRP Batcher, for example if you want to use GPU instancing.
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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:
- Use Graphics.RenderMeshInstanced.
- Manually remove SRP Batcher compatibility and enable GPU instancing for the material.
There are two ways to remove compatibility with the SRP Batcher from a GameObject:
- Make the shader incompatible.
- Make the renderer incompatible.
Removing shader compatibility
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:
- For hand-written shaders, open the shader source file. For Shader Graph shaders, copy the Shader Graph's compiled shader source code into a new shader source file. Use the new shader source file in your application instead of the Shader Graph.
- Add a new material property declaration into the shader’s block. Don't declare the new material property in the
Propertiesconstant buffer.UnityPerMaterial
The material property doesn't need to do anything; just having a material property that doesn't exist in the constant buffer makes the shader incompatible with the SRP Batcher.
UnityPerMaterialRemoving renderer compatibility
You can make individual renderers incompatible with the SRP Batcher. To do this, add a to the renderer.
MaterialPropertyBlock