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Unity instancing can't work with lightprobe or precomputed lights?

Discussion in 'Shaders' started by Danua, Feb 19, 2017.

  1. Danua

    Danua

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    Hi everyone, can you explain where I can use this gpu instancing if he can't work with lightprobe or prebaked GI? I haven't any ideas
     
  2. Danua

    Danua

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  3. bgolus

    bgolus

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  4. Danua

    Danua

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    This don't work, light probe proxy volume ruin instancing!
     
  5. bgolus

    bgolus

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    You need to be using a shared light probe proxy volume by using the proxy override to point all objects at a single large volume for it to work, not individual volumes for each object. If that doesn't work then there's something else you're doing that's breaking instancing, or there's a bug.
     
    IgorAherne likes this.
  6. Danua

    Danua

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    no this don't work. wtf. If lightprobe simply turn on in scenes they destroy instancing. even if I use proxyvolume override for group objects.
     
    Last edited: Feb 21, 2017
  7. IgorAherne

    IgorAherne

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    hahah :'D
     
  8. unity_W3rLGozcKkUuGg

    unity_W3rLGozcKkUuGg

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    There's some time since this original post so i'm just wandering if lightprobes still breaks batch and gpu instancing.
     
  9. IgorAherne

    IgorAherne

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    unity_W3rLGozcKkUuGg likes this.
  10. unity_W3rLGozcKkUuGg

    unity_W3rLGozcKkUuGg

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    Thanks Igor. I noticed that this post says the static batch work with lightprobes which give us a good hint about what's going on.
    Anyone knows if the same apply for GPU Instancing? Better asking.... does Unity internally handles lightprobes as a per-instance data or some sort of global shared structure? How Probe Proxy Volumes are different on that?
     
  11. Danua

    Danua

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    It's working all the way up