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.

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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

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