❗GPU Instancer Pro is now available for Unity 2022.3 or higher, offering new capabilities and improvements. [Go to GPU Instancer Pro page]
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GPU Instancer provides user friendly tools to allow everyone to use Indirect GPU Instancing without having to go through the deep learning curve of Compute Shaders and GPU infrastructure. Also, an API with extensive documentation is provided to manage runtime changes.
To provide the fastest possible performance, GPU Instancer utilizes Indirect GPU Instancing using Unity's DrawMeshInstancedIndirect method and Compute Shaders.
GPU Instancing results in magnitudes of performance improvement over static batching and mesh combining. Also, other available solutions for GPU Instancing (including Unity's material option and the DrawMeshInstanced method) fail short on limited buffer sizes and therefore result in more draw calls and less performance. By using the indirect method GPU Instancer aims to provide the ultimate solution for this, and increases performance considerably while rendering the same mesh multiple times.
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Best Practices for using GPU Instancer
New: Added Shader Preprocessor for stripping shader variants that use the DOTS_INSTANCING_ON keyword.
Fixed: Resolved an issue related to using model asset variants with the Scene Prefab Importer.
Fixed: Shader compile error: undeclared identifier 'unity_WorldToObject'.
Fixed: Warning in Unity 6: Adding null Transform to TransformAccessArray will result in degraded performance.
v1.8.4
Changed: Removed range limitation on the Tree Distance in Terrain Settings UI.
Fixed: Compatibility issues when loading the HiZ depth texture from GPU Instancer Pro when available.
v1.8.3
New: Added GPUIDynamicOcclusionOffset component, which can modify the occlusion offset based on camera movement.
Changed: Replaced absolute methods to support Unity 6.
Fixed: Prefab Manager - Serialize Registered Instances button not saving the text asset reference correctly.
v1.8.2
New: Added option to load files from Addressables
New: Added SetRenderingLayerMask API method
Changed: Added the scene name to the TerrainSettings files created for MapMagic2 graphs
Changed: GPUInstancerSettings asset references set to NonSerialized
Changed: Load the HiZ depth texture from GPU Instancer Pro when available
Fixed: Incorrect cross-fading on terrain details when transform buffer is modified
v1.8.1
Changed: Detail Manager performance improvements for distant terrains where no details are visible
Changed: When prototype reference is lost the Auto. Add/Remove Instances feature will show a warning
Changed: Minimum number for instance count warning is increased to 100
Fixed: Incorrect destroy material call when using custom material for detail textures
Fixed: MapMagic2 integration NullReferenceException (GPUI_MapMagic2_Integration package needs to be re-imported)
Fixed: MapMagic integration undefined runInThreads error (GPUI_MapMagic_Integration package needs to be re-imported)
Fixed: Alpha clipping not working with some Nature Manufacture URP shaders
Fixed: Shader Graph "undeclared identifier unity_MatrixPreviousM" error when using built-in render pipeline
Fixed: LOD Cross-fading not working on URP
v1.8.0
New: Added URP LOD Cross Fade subgraph and a sample shader
Changed: URP render scale and shadow distance values are now calculated from Quality Settings render pipeline asset instead of the Graphics Settings
Changed: Added Occlusion Culling warning for URP when HDR is disabled
Changed: Replaced obsolete masterTextureLimit with globalTextureMipmapLimit for Unity versions 2022.2 or higher
Fixed: Occlusion Generator RenderTexture memory leak
Fixed: Material memory leak
Fixed: Occlusion Generator mip level calculation error
Fixed: DetermineTreePrototypeType method error when material reference is null
Fixed: Removed unnecessary variant prefab choice on Prefab Manager for model prefab variants
Fixed: Instances are rendering blurry on Unity 2023 HDRP when Motion Vectors is enabled
v1.7.7
Fixed: Crash caused by previews on Unity 2022.2 when using Forward+ rendering mode
v1.7.6
New: Added GetVariationBuffer API method to access variation ComputeBuffer
Changed: Detail Manager will show an error message when Detail Scatter Mode is set to Coverage Mode
Fixed: Error when adding billboard to objects with LOD groups with more than 4 levels
Fixed: Error when destroying object within Modification Collider
Fixed: Tree Manager uses the original prefab when adding prefab variation
Fixed: Detail Manager spatial partitioning error when detail resolution is higher than the terrain size
IMPORTANT: Please make sure to backup your project before updating.
For older change logs please visit: https://www.gurbu.com/changelog