SRP Batcher
E697927
SRP Batcher is a Unity rendering optimization system that significantly reduces CPU overhead by efficiently batching draw calls in Scriptable Render Pipelines like the Universal Render Pipeline.
Statements (47)
| Predicate | Object |
|---|---|
| instanceOf |
Unity rendering optimization system
ⓘ
draw call batching system ⓘ |
| appliesTo | C# Scriptable Render Pipeline implementations ⓘ |
| benefits |
improved rendering performance on CPU-bound scenes
ⓘ
more efficient handling of many objects using same shader ⓘ reduced CPU time per frame ⓘ |
| canBeDisabled | true ⓘ |
| category | graphics performance optimization feature ⓘ |
| configurationLocation | Render Pipeline Asset settings ⓘ |
| controlledBy | SRP Batcher checkbox in pipeline asset ⓘ |
| designedFor | Scriptable Render Pipeline NERFINISHED ⓘ |
| developedBy | Unity Technologies NERFINISHED ⓘ |
| differentFrom |
GPU instancing
ⓘ
dynamic batching ⓘ |
| documentationURL | https://docs.unity3d.com/Manual/SRPBatcher.html ⓘ |
| enabledByDefaultIn |
High Definition Render Pipeline
NERFINISHED
ⓘ
Universal Render Pipeline NERFINISHED ⓘ |
| focusesOn | CPU-side state management rather than geometry merging ⓘ |
| groupsBy |
GPU constant buffer layout
ⓘ
shader and shader variant ⓘ |
| handles | material property updates via constant buffers ⓘ |
| improves | CPU scalability with large numbers of renderers ⓘ |
| incompatibleWith |
legacy built-in render pipeline
ⓘ
non-SRP shaders ⓘ |
| introducedIn | Unity 2019.3 NERFINISHED ⓘ |
| operatesOn |
draw calls
ⓘ
material and shader state changes ⓘ |
| optimizationType | CPU-side rendering optimization ⓘ |
| platformSupport |
consoles
ⓘ
desktop platforms ⓘ mobile platforms ⓘ |
| primaryGoal |
reduce CPU overhead of rendering
ⓘ
reduce draw call cost ⓘ |
| reduces |
CPU validation of material and shader state
ⓘ
cost of setting shader constants per draw call ⓘ |
| relatedTo |
GPU instancing
ⓘ
dynamic batching ⓘ |
| requires |
SRP-compatible material variants
ⓘ
SRP-compatible shader property declarations ⓘ compatible SRP shaders ⓘ |
| scope | per-camera rendering ⓘ |
| supportsPipeline |
High Definition Render Pipeline
NERFINISHED
ⓘ
Universal Render Pipeline NERFINISHED ⓘ |
| usedIn | Unity Engine NERFINISHED ⓘ |
| uses |
GPU constant buffers for material properties
ⓘ
persistent per-material data layout ⓘ |
| worksBestWhen | many objects share the same SRP-compatible shader ⓘ |
Referenced by (1)
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