Unity User Manual 2022.1
图形
Graphics performance and profiling
BatchRendererGroup
Getting started with BatchRendererGroup
How BatchRendererGroup works
Creating a renderer with BatchRendererGroup
Getting started with BatchRendererGroup
This page explains what render pipelines and platforms support BatchRendererGroup (BRG) and explains how to set up your project to support BRG.
Requirements and compatibility
Render pipeline compatibility
The following table shows which render pipelines support BRG.
功能名称
内置渲染管线
通用渲染管线 (URP)
高清渲染管线 (HDRP)
自定义 SRP
BatchRendererGroup
否
是 (1)
是 (1)
是 (1)
注意:
If the project uses the SRP Batcher.
Platform compatibility
Unity supports BRG on:
Windows using DirectX 11
Windows using DirectX 12
Windows using Vulkan
通用 Windows 平台
Linux using Vulkan
macOS using Metal
iOS
Android using Vulkan
PlayStation 4
PlayStation 5
Xbox One
Xbox Series X and Xbox Series S
Nintendo Switch
Google Stadia
Setting up your project for BatchRendererGroup
Before you use BRG, your project must support it. BRG requires your project to:
Use the SRP Batcher. To enable the SRP Batcher, see Using the SRP Batcher.
Keep BRG shader variants. To do this, select Edit > Project Settings > Graphics, and set BatchRendererGroup variants to Keep all.
If your project uses URP, it’s best practice to disable the Strip Unused Variants Global Setting. This helps to avoid problems with Unity stripping necessary DOTS Instancing variants. For more information, see DOTS Instancing shaders. To find this setting, select Edit > Project Settings > URP Global Settings.
Allow unsafe code. To do this, enable the Allow ‘unsafe’ Code Player Setting.
Note: The BatchRendererGroup uses DOTS Instancing shaders, but it doesn’t require any DOTS packages. The name reflects the new data-oriented way to load instance data, and also helps with backward compatibility with existing Hybrid Renderer compatible shaders.
For information on how to use BRG to create a basic renderer, see Creating a renderer with BatchRendererGroup.
How BatchRendererGroup works
Creating a renderer with BatchRendererGroup