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Bug Decal GPU instancing does not work

Discussion in 'Universal Render Pipeline' started by JSmithIR, May 17, 2023.

  1. JSmithIR

    JSmithIR

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    In a URP project I have 100 decals using a standard shader graph decal material. Each decal projector is using this same material, and the material has "enable gpu instancing" turned on. The SRP batcher is turned off (turning it on also does not fix the problem). The stats menu shows that each decal costs a draw call, and the frame debugger states the reason for not batching "objects have different materials." Problem persists with all types of decal settings: both screen space and dbuffer.

    Clearly this is supposed to be working based on the documentation: "To reduce the number of draw calls, decals can be batched together using GPU instancing. If the decals in your Scene use the same Material, and if the Material has the Enable GPU Instancing property turned on, Unity instances the Materials and reduces the number of draw calls." https://docs.unity.cn/Packages/com....ersal@15.0/manual/renderer-feature-decal.html



    Seems pretty broken....
     
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  2. JSmithIR

    JSmithIR

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    Does anybody from Unity Technologies monitor bug reports? I realize they just layed off a lot of employees
     
  3. DevDunk

    DevDunk

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    They do it you make a bug report from within the editor. The forums are mostly community driven, so no guarantee
     
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  4. JSmithIR

    JSmithIR

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    Apr 13, 2023
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    Thanks man