Created
March 3, 2022 05:36
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Rendering many meshes using GPU instancing
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
// Class for drawing meshes using the Graphics.DrawMeshInstanced method. | |
// At initialization, generates a list of transform matrices, | |
// each representing an object and its position. | |
// During update steps, it sends draw requests for the objects using | |
// Graphics.DrawMeshInstanced and providing the meshes' transform matrix array. | |
public class InstanceRenderer : MonoBehaviour | |
{ | |
// Unity defines a hard lmit for the amount of meshes drawn per DrawMeshInstanced call | |
// Limit is between 0 and 1023 | |
private const int MAX_MATRIX_ARRAY_SIZE = 512; | |
[SerializeField] | |
private Vector2 fieldSize = new Vector2(50, 50); | |
[SerializeField] | |
private float densityPerMetre = 1; | |
[SerializeField, Min(0.0f)] | |
private float positionOffset = 0.2f; | |
[SerializeField] | |
private Mesh baseMesh; | |
[SerializeField] | |
private Material material; | |
// Stores batches of object transforms, each of maximum size of MAX_MATRIX_ARRAY_SIZE | |
// Each matrix transform represents an object and its position, rotation and scale | |
private List<Matrix4x4[]> matrixList; | |
void Start() | |
{ | |
matrixList = new List<Matrix4x4[]>(); | |
// A matrix block will contain each transform for the meshes | |
List<Matrix4x4> matrixBlock = new List<Matrix4x4>(); | |
Vector3 baseOffset = -new Vector3(fieldSize.x, 0, fieldSize.y) / 2.0f; | |
// Iterate through x position | |
for (float x = 0; x < fieldSize.x; x += densityPerMetre) | |
{ | |
// Iterate through z position | |
for (float z = 0; z < fieldSize.y; z += densityPerMetre) | |
{ | |
// Lets get some noise for adding some variation to the meshes | |
float noise = Mathf.PerlinNoise(x, z); | |
// Calculate position and rotation for the object | |
Vector3 basePosition = new Vector3(x, 0, z); | |
float zRot = 360f * noise; | |
Quaternion rotation = Quaternion.Euler(0, zRot, 0); | |
Vector3 posOffset = rotation * (noise * positionOffset * Vector3.forward); | |
// Build a transform matrix with the position, rotation and scale, | |
// and add it to the matrix block | |
matrixBlock.Add(Matrix4x4.TRS(basePosition + baseOffset + posOffset, rotation, Vector3.one)); | |
// Once the matrix block fills for the max size, add it to the list of matrix arrays, | |
// and prepare a new block for the next objects | |
if (matrixBlock.Count >= MAX_MATRIX_ARRAY_SIZE) | |
{ | |
matrixList.Add(matrixBlock.ToArray()); | |
matrixBlock = new List<Matrix4x4>(); | |
} | |
} | |
} | |
} | |
private void Update() | |
{ | |
// Iterate for each matrix array | |
for(int i = 0; i < matrixList.Count; i++) | |
{ | |
// Attributes: mesh to render, submesh to use from the mesh, | |
// material used for rendering, and matrix array containing each of the object transforms. | |
Graphics.DrawMeshInstanced(baseMesh, 0, material, matrixList[i]); | |
} | |
} | |
} |
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