├── .github └── workflows │ └── ci.yml ├── .gitignore ├── Assets ├── GPUInstanceManager.meta ├── GPUInstanceManager │ ├── Runtime.meta │ ├── Runtime │ │ ├── Prefabs.meta │ │ ├── Prefabs │ │ │ ├── GpuInstanceManager.prefab │ │ │ ├── GpuInstanceManager.prefab.meta │ │ │ ├── GpuInstanceService.prefab │ │ │ └── GpuInstanceService.prefab.meta │ │ ├── Scripts.meta │ │ ├── Scripts │ │ │ ├── Component.meta │ │ │ ├── Component │ │ │ │ ├── Base.meta │ │ │ │ ├── Base │ │ │ │ │ ├── GpuInstanceComponentBase.cs │ │ │ │ │ └── GpuInstanceComponentBase.cs.meta │ │ │ │ ├── GPUInstanceComponent.cs │ │ │ │ ├── GPUInstanceComponent.cs.meta │ │ │ │ ├── GpuInstanceData.cs │ │ │ │ └── GpuInstanceData.cs.meta │ │ │ ├── GpuInstanceService.cs │ │ │ ├── GpuInstanceService.cs.meta │ │ │ ├── Interface.meta │ │ │ ├── Interface │ │ │ │ ├── IGPUInstanceManager.cs │ │ │ │ └── IGPUInstanceManager.cs.meta │ │ │ ├── Manager.meta │ │ │ └── Manager │ │ │ │ ├── Base.meta │ │ │ │ ├── Base │ │ │ │ ├── GpuInstanceManagerBase.cs │ │ │ │ └── GpuInstanceManagerBase.cs.meta │ │ │ │ ├── GPUInstanceManager.cs │ │ │ │ ├── GPUInstanceManager.cs.meta │ │ │ │ ├── GpuInstanceManagerData.cs │ │ │ │ └── GpuInstanceManagerData.cs.meta │ │ ├── supremepanda.gpu_instance_manager.asmdef │ │ └── supremepanda.gpu_instance_manager.asmdef.meta │ ├── Samples │ │ ├── Demo.meta │ │ └── Demo │ │ │ ├── Blue.mat │ │ │ ├── Blue.mat.meta │ │ │ ├── BlueCube.prefab │ │ │ ├── BlueCube.prefab.meta │ │ │ ├── Cube.cs │ │ │ ├── Cube.cs.meta │ │ │ ├── GpuInstanceDemo.unity │ │ │ ├── GpuInstanceDemo.unity.meta │ │ │ ├── ObjectSpawner.cs │ │ │ ├── ObjectSpawner.cs.meta │ │ │ ├── Red.mat │ │ │ ├── Red.mat.meta │ │ │ ├── RedCube.prefab │ │ │ └── RedCube.prefab.meta │ ├── package.json │ └── package.json.meta ├── Settings.meta ├── Settings │ ├── SampleSceneProfile.asset │ ├── SampleSceneProfile.asset.meta │ ├── URP-Balanced-Renderer.asset │ ├── URP-Balanced-Renderer.asset.meta │ ├── URP-Balanced.asset │ ├── URP-Balanced.asset.meta │ ├── URP-HighFidelity-Renderer.asset │ ├── URP-HighFidelity-Renderer.asset.meta │ ├── URP-HighFidelity.asset │ ├── URP-HighFidelity.asset.meta │ ├── URP-Performant-Renderer.asset │ ├── URP-Performant-Renderer.asset.meta │ ├── URP-Performant.asset │ └── URP-Performant.asset.meta ├── UniversalRenderPipelineGlobalSettings.asset └── UniversalRenderPipelineGlobalSettings.asset.meta ├── LICENSE ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── BurstAotSettings_StandaloneWindows.json ├── ClusterInputManager.asset ├── CommonBurstAotSettings.json ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── ShaderGraphSettings.asset ├── TagManager.asset ├── TimeManager.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset ├── XRSettings.asset └── boot.config └── README.md /.github/workflows/ci.yml: -------------------------------------------------------------------------------- 1 | name: CI 2 | on: 3 | push: 4 | branches: 5 | - master 6 | jobs: 7 | split-upm: 8 | name: split upm branch 9 | runs-on: ubuntu-latest 10 | steps: 11 | - uses: actions/checkout@v2 12 | with: 13 | fetch-depth: 0 14 | - name: split upm branch 15 | run: | 16 | git subtree split --prefix=Assets/GPUInstanceManager -b upm 17 | git checkout upm 18 | if [[ -d "Samples" ]]; then 19 | git mv Samples Samples~ 20 | rm -f Samples.meta 21 | git config --global user.name 'github-bot' 22 | git config --global user.email 'github-bot@users.noreply.github.com' 23 | git commit -am "fix: Samples => Samples~" 24 | fi 25 | git push -u -f origin upm 26 | env: 27 | DEFAULT_BRANCH: master 28 | GITHUB_TOKEN: ${{secrets.GITHUB_TOKEN}} 29 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # User-specific stuff 2 | .idea/**/workspace.xml 3 | .idea/**/tasks.xml 4 | .idea/**/usage.statistics.xml 5 | .idea/**/dictionaries 6 | .idea/**/shelf 7 | 8 | # Generated files 9 | .idea/**/contentModel.xml 10 | 11 | # Ignores the whole .idea folder and all .iml files 12 | # See https://github.com/joeblau/gitignore.io/issues/186 and https://github.com/joeblau/gitignore.io/issues/360 13 | 14 | .idea/ 15 | 16 | # This .gitignore file should be placed at the root of your Unity project directory 17 | # 18 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 19 | # 20 | /[Ll]ibrary/ 21 | /[Tt]emp/ 22 | /[Oo]bj/ 23 | /[Bb]uild/ 24 | /[Bb]uilds/ 25 | /[Ll]ogs/ 26 | /[Mm]emoryCaptures/ 27 | /[Uu]serSettings/ 28 | 29 | # Never ignore Asset meta data 30 | !/[Aa]ssets/**/*.meta 31 | 32 | # Uncomment this line if you wish to ignore the asset store tools plugin 33 | # /[Aa]ssets/AssetStoreTools* 34 | 35 | # Autogenerated Jetbrains Rider plugin 36 | [Aa]ssets/Plugins/Editor/JetBrains* 37 | 38 | # Visual Studio cache directory 39 | .vs/ 40 | .vsconfig 41 | 42 | # Gradle cache directory 43 | .gradle/ 44 | 45 | # Autogenerated VS/MD/Consulo solution and project files 46 | ExportedObj/ 47 | .consulo/ 48 | *.csproj 49 | *.unityproj 50 | *.sln 51 | *.suo 52 | *.tmp 53 | *.user 54 | *.userprefs 55 | *.pidb 56 | *.booproj 57 | *.svd 58 | *.pdb 59 | *.mdb 60 | *.opendb 61 | *.VC.db 62 | 63 | # Unity3D generated meta files 64 | *.pidb.meta 65 | *.pdb.meta 66 | *.mdb.meta 67 | 68 | # Unity3D generated file on crash reports 69 | sysinfo.txt 70 | 71 | # Builds 72 | *.apk 73 | *.unitypackage 74 | *.unitypackage.meta 75 | /Assets/Plugins/MonKey Commander/Editor/Settings/MonKey Settings.asset 76 | /Assets/Plugins/MonKey Commander/Editor/Settings/MonKey Settings.asset.meta 77 | 78 | # Crashlytics generated file 79 | crashlytics-build.properties 80 | UserSettings/EditorUserSettings.asset 81 | 82 | # OS generated files # 83 | ###################### 84 | .DS_Store? 85 | ehthumbs.db 86 | Thumbs.db 87 | *.DS_Store 88 | ProjectSettings/GvhProjectSettings.xml 89 | Assembly-CSharp.csproj.DotSettings 90 | 91 | /Assets/Playground/ 92 | /Assets/Playground.meta 93 | -------------------------------------------------------------------------------- /Assets/GPUInstanceManager.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 21ec30cc4ce943288a1eb947599f52e4 3 | timeCreated: 1675632386 -------------------------------------------------------------------------------- /Assets/GPUInstanceManager/Runtime.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 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-------------------------------------------------------------------------------- /Assets/GPUInstanceManager/Runtime/Scripts/Component/Base.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ec075780583c04a4b839453223c8e104 3 | timeCreated: 1675633465 -------------------------------------------------------------------------------- /Assets/GPUInstanceManager/Runtime/Scripts/Component/Base/GpuInstanceComponentBase.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using GPUInstanceManager.Interface; 3 | using UnityEngine; 4 | 5 | namespace GPUInstanceManager.Component.Base 6 | { 7 | public abstract class GpuInstanceComponentBase : MonoBehaviour 8 | { 9 | [Header("====Auto Find====")] 10 | [SerializeField] protected bool _autoFindTargetTransform = true; 11 | [SerializeField] protected bool _autoFindMesh = true; 12 | [SerializeField] protected bool _autoFindMaterials = true; 13 | [Space, Header("====Targets====\n(If auto find is enabled, this will be ignored)")] 14 | [SerializeField] protected Transform _targetTransform; 15 | [SerializeField] protected Mesh _targetMesh; 16 | [SerializeField] protected Material[] _targetMaterials; 17 | [Space, Header("===Configuration===")] 18 | [SerializeField] protected int _uniqueMeshId; 19 | protected IGPUInstanceManager GpuInstanceManager { get; private set; } 20 | protected GPUInstanceData _currentData; 21 | private bool _isInitialized = false; 22 | protected KeyValuePair _targetMeshPair; 23 | 24 | protected virtual void Reset() 25 | { 26 | _targetTransform.GetComponent().enabled = false; 27 | } 28 | 29 | protected virtual void Awake() 30 | { 31 | if (_autoFindTargetTransform) 32 | { 33 | AutoFindAndSetTargetTransform(); 34 | } 35 | if (_autoFindMesh) 36 | { 37 | AutoFindAndSetMesh(); 38 | } 39 | if (_autoFindMaterials) 40 | { 41 | AutoFindAndSetMaterials(); 42 | } 43 | _targetMeshPair = new KeyValuePair(_uniqueMeshId, _targetMesh); 44 | } 45 | 46 | protected virtual void Start() 47 | { 48 | GpuInstanceManager = GpuInstanceService.Instance; 49 | _currentData = new GPUInstanceData(_targetTransform); 50 | SendInstanceDataToManager(); 51 | _isInitialized = true; 52 | } 53 | 54 | protected virtual void OnEnable() 55 | { 56 | if (!_isInitialized) 57 | return; 58 | SendInstanceDataToManager(); 59 | } 60 | 61 | protected virtual void OnDisable() 62 | { 63 | if (!_isInitialized) 64 | return; 65 | RemoveInstanceDataFromManager(); 66 | } 67 | 68 | protected virtual void Update() 69 | { 70 | if (!_targetTransform.hasChanged) 71 | return; 72 | SendInstanceDataToManager(); 73 | _targetTransform.hasChanged = false; 74 | } 75 | 76 | protected abstract void SendInstanceDataToManager(); 77 | protected abstract void RemoveInstanceDataFromManager(); 78 | 79 | private void AutoFindAndSetMesh() 80 | { 81 | _targetTransform.TryGetComponent(out MeshFilter meshFilter); 82 | if (meshFilter == null) 83 | { 84 | Debug.LogError("Mesh filter not found!", gameObject); 85 | return; 86 | } 87 | _targetMesh = meshFilter.sharedMesh; 88 | } 89 | 90 | private void AutoFindAndSetTargetTransform() 91 | { 92 | _targetTransform = transform; 93 | } 94 | 95 | private void AutoFindAndSetMaterials() 96 | { 97 | _targetTransform.TryGetComponent(out MeshRenderer meshRenderer); 98 | if (meshRenderer == null) 99 | { 100 | Debug.LogError("Mesh renderer not found!", gameObject); 101 | return; 102 | } 103 | 104 | meshRenderer.enabled = false; 105 | _targetMaterials = meshRenderer.sharedMaterials; 106 | } 107 | } 108 | } 109 | -------------------------------------------------------------------------------- /Assets/GPUInstanceManager/Runtime/Scripts/Component/Base/GpuInstanceComponentBase.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 53bbeabd19f344427b72d8dab671cfef 3 | timeCreated: 1675633471 -------------------------------------------------------------------------------- /Assets/GPUInstanceManager/Runtime/Scripts/Component/GPUInstanceComponent.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using GPUInstanceManager.Component.Base; 3 | using UnityEngine; 4 | using UnityEngine.Rendering; 5 | 6 | namespace GPUInstanceManager.Component 7 | { 8 | public class GPUInstanceComponent : GpuInstanceComponentBase 9 | { 10 | [SerializeField] private ShadowCastingMode 11 | _castShadows = ShadowCastingMode.On; 12 | [SerializeField] private bool _receiveShadows = true; 13 | protected override void SendInstanceDataToManager() 14 | { 15 | UpdateCurrentData(); 16 | GpuInstanceManager.AddOrUpdateInstanceData(_targetMeshPair, _targetMaterials, 17 | new KeyValuePair(_targetTransform.GetInstanceID(), _currentData), 18 | _castShadows, _receiveShadows); 19 | } 20 | 21 | protected override void RemoveInstanceDataFromManager() 22 | { 23 | GpuInstanceManager.RemoveInstanceData(_targetMeshPair, _targetTransform.GetInstanceID()); 24 | } 25 | 26 | private void UpdateCurrentData() 27 | { 28 | _currentData.SetRotation(_targetTransform.rotation); 29 | _currentData.SetPosition(_targetTransform.position); 30 | _currentData.SetScale(_targetTransform.lossyScale); 31 | _currentData.UpdateMatrix(); 32 | } 33 | 34 | private void UpdateShadowValue() 35 | { 36 | if (!Application.isPlaying) 37 | return; 38 | if (!gameObject.scene.IsValid()) 39 | return; 40 | SendInstanceDataToManager(); 41 | } 42 | 43 | private void OnValidate() 44 | { 45 | UpdateShadowValue(); 46 | } 47 | } 48 | } 49 | -------------------------------------------------------------------------------- /Assets/GPUInstanceManager/Runtime/Scripts/Component/GPUInstanceComponent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 42c1499e343884aed93ff0d9d76fecfa 3 | timeCreated: 1675632386 -------------------------------------------------------------------------------- /Assets/GPUInstanceManager/Runtime/Scripts/Component/GpuInstanceData.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace GPUInstanceManager.Component 4 | { 5 | public class GPUInstanceData 6 | { 7 | public GPUInstanceData(Transform transform) 8 | { 9 | this._position = transform.position; 10 | this._rotation = transform.rotation; 11 | this._scale = transform.lossyScale; 12 | UpdateMatrix(); 13 | } 14 | 15 | private Matrix4x4 GetMatrix() 16 | { 17 | return Matrix4x4.TRS(this._position, this._rotation, this._scale); 18 | } 19 | 20 | public Matrix4x4 Matrix { get; private set; } 21 | private Vector3 _position; 22 | private Quaternion _rotation; 23 | private Vector3 _scale; 24 | 25 | public void SetPosition(Vector3 position) 26 | { 27 | this._position = position; 28 | } 29 | 30 | public void SetRotation(Quaternion rotation) 31 | { 32 | this._rotation = rotation; 33 | } 34 | 35 | public void SetScale(Vector3 scale) 36 | { 37 | this._scale = scale; 38 | } 39 | 40 | public void UpdateMatrix() 41 | { 42 | this.Matrix = GetMatrix(); 43 | } 44 | } 45 | } -------------------------------------------------------------------------------- /Assets/GPUInstanceManager/Runtime/Scripts/Component/GpuInstanceData.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ab554a62f3b6f4c3ab03be73ec6f8421 3 | timeCreated: 1675635590 -------------------------------------------------------------------------------- /Assets/GPUInstanceManager/Runtime/Scripts/GpuInstanceService.cs: -------------------------------------------------------------------------------- 1 | using GPUInstanceManager.Interface; 2 | using GPUInstanceManager.Manager.Base; 3 | using UnityEngine; 4 | 5 | namespace GPUInstanceManager 6 | { 7 | public class GpuInstanceService : MonoBehaviour 8 | { 9 | public static IGPUInstanceManager Instance { get; private set; } 10 | [SerializeField] private GpuInstanceManagerBase _gpuInstanceManager; 11 | 12 | private void Awake() 13 | { 14 | Instance = _gpuInstanceManager; 15 | } 16 | } 17 | } -------------------------------------------------------------------------------- /Assets/GPUInstanceManager/Runtime/Scripts/GpuInstanceService.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1597f4341f0e64ccc9c237197c1fcf7a 3 | timeCreated: 1675632851 -------------------------------------------------------------------------------- /Assets/GPUInstanceManager/Runtime/Scripts/Interface.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f45db89a6d3d7444cafaa6e54900ff9d 3 | timeCreated: 1675632386 -------------------------------------------------------------------------------- /Assets/GPUInstanceManager/Runtime/Scripts/Interface/IGPUInstanceManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using GPUInstanceManager.Component; 3 | using UnityEngine; 4 | using UnityEngine.Rendering; 5 | 6 | namespace GPUInstanceManager.Interface 7 | { 8 | public interface IGPUInstanceManager 9 | { 10 | public void AddOrUpdateInstanceData(KeyValuePair idMeshPair, Material[] material, 11 | KeyValuePair instanceData, ShadowCastingMode castShadows, bool receiveShadows); 12 | public void RemoveInstanceData(KeyValuePair idMeshPair, int instanceId); 13 | } 14 | } -------------------------------------------------------------------------------- /Assets/GPUInstanceManager/Runtime/Scripts/Interface/IGPUInstanceManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2450b9cb0bb504807a6b1d134786d5f7 3 | timeCreated: 1675632386 -------------------------------------------------------------------------------- /Assets/GPUInstanceManager/Runtime/Scripts/Manager.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eb7d50f7e09784ead9097c3a81428af3 3 | timeCreated: 1675633002 -------------------------------------------------------------------------------- /Assets/GPUInstanceManager/Runtime/Scripts/Manager/Base.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7495ce6dcf29f4c73b05515272cbe4a4 3 | timeCreated: 1675633005 -------------------------------------------------------------------------------- /Assets/GPUInstanceManager/Runtime/Scripts/Manager/Base/GpuInstanceManagerBase.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using GPUInstanceManager.Component; 3 | using GPUInstanceManager.Interface; 4 | using UnityEngine; 5 | using UnityEngine.Rendering; 6 | 7 | namespace GPUInstanceManager.Manager.Base 8 | { 9 | public abstract class GpuInstanceManagerBase : MonoBehaviour, IGPUInstanceManager 10 | { 11 | protected readonly Dictionary _meshes = new Dictionary(); 12 | protected readonly Dictionary, GPUInstanceManagerData> _gpuInstanceData = 13 | new Dictionary, GPUInstanceManagerData>(); 14 | 15 | protected virtual void Update() 16 | { 17 | RenderBatches(); 18 | } 19 | 20 | protected abstract void RenderBatches(); 21 | 22 | public abstract void AddOrUpdateInstanceData(KeyValuePair idMeshPair, Material[] material, 23 | KeyValuePair instanceData, ShadowCastingMode castShadows, bool receiveShadows); 24 | public abstract void RemoveInstanceData(KeyValuePair idMeshPair, int instanceId); 25 | } 26 | } -------------------------------------------------------------------------------- /Assets/GPUInstanceManager/Runtime/Scripts/Manager/Base/GpuInstanceManagerBase.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7163657df793d496ba1c8a3435ce58b7 3 | timeCreated: 1675633070 -------------------------------------------------------------------------------- /Assets/GPUInstanceManager/Runtime/Scripts/Manager/GPUInstanceManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using GPUInstanceManager.Component; 3 | using GPUInstanceManager.Manager.Base; 4 | using UnityEngine; 5 | using UnityEngine.Rendering; 6 | 7 | namespace GPUInstanceManager.Manager 8 | { 9 | public class GPUInstanceManager : GpuInstanceManagerBase 10 | { 11 | public override void AddOrUpdateInstanceData(KeyValuePair idMeshPair, Material[] material, 12 | KeyValuePair instanceData, ShadowCastingMode castShadows, bool receiveShadows) 13 | { 14 | if(_meshes.ContainsKey(idMeshPair.Key)) 15 | { 16 | _meshes[idMeshPair.Key] = idMeshPair.Value; 17 | } 18 | else 19 | { 20 | _meshes.Add(idMeshPair.Key, idMeshPair.Value); 21 | } 22 | if (_gpuInstanceData.ContainsKey(idMeshPair)) 23 | { 24 | var gpuInstanceManagerData = _gpuInstanceData[idMeshPair]; 25 | var instance = gpuInstanceManagerData.InstanceData; 26 | var instanceId = instanceData.Key; 27 | var targetGPUInstanceData = instanceData.Value; 28 | if (instance.ContainsKey(instanceId)) 29 | instance[instanceId] = targetGPUInstanceData; 30 | else 31 | instance.Add(instanceId, targetGPUInstanceData); 32 | gpuInstanceManagerData.IsChanged = true; 33 | if(gpuInstanceManagerData.CastShadows != castShadows) 34 | gpuInstanceManagerData.SetCastShadows(castShadows); 35 | if(gpuInstanceManagerData.ReceiveShadows != receiveShadows) 36 | gpuInstanceManagerData.SetReceiveShadows(receiveShadows); 37 | } 38 | else 39 | { 40 | _gpuInstanceData.Add(idMeshPair, new GPUInstanceManagerData( 41 | new Dictionary {{instanceData.Key, instanceData.Value}}, 42 | material, new Matrix4x4[128], castShadows, receiveShadows)); 43 | } 44 | } 45 | 46 | public override void RemoveInstanceData(KeyValuePair idMeshPair, int instanceId) 47 | { 48 | var gpuInstanceManagerData = _gpuInstanceData[idMeshPair]; 49 | var data = gpuInstanceManagerData.InstanceData; 50 | if (!data.ContainsKey(instanceId)) 51 | return; 52 | data.Remove(instanceId); 53 | gpuInstanceManagerData.IsChanged = true; 54 | } 55 | 56 | protected override void RenderBatches() 57 | { 58 | foreach (var gpuInstanceData in _gpuInstanceData) 59 | { 60 | var gpuInstanceManagerData = gpuInstanceData.Value; 61 | var meshPair = gpuInstanceData.Key; 62 | if (gpuInstanceManagerData.IsChanged) 63 | { 64 | GetMatricesFromInstances(meshPair); 65 | gpuInstanceManagerData.IsChanged = false; 66 | } 67 | 68 | for (int i = 0; i < gpuInstanceManagerData.Material.Length; i++) 69 | { 70 | Graphics.DrawMeshInstanced(mesh: meshPair.Value, submeshIndex: i, material: gpuInstanceManagerData.Material[i], 71 | matrices: gpuInstanceManagerData.Matrices, count: gpuInstanceManagerData.InstanceData.Count, 72 | null, gpuInstanceManagerData.CastShadows, gpuInstanceManagerData.ReceiveShadows); 73 | } 74 | } 75 | } 76 | 77 | private void GetMatricesFromInstances(KeyValuePair meshPair) 78 | { 79 | var index = 0; 80 | var matrices = _gpuInstanceData[meshPair].Matrices; 81 | var data = _gpuInstanceData[meshPair].InstanceData.Values; 82 | if(data.Count > matrices.Length) 83 | { 84 | var length = matrices.Length; 85 | do { length *= 2; } 86 | while (length < data.Count) ; 87 | _gpuInstanceData[meshPair].Matrices = new Matrix4x4[length]; 88 | return; 89 | } 90 | foreach (var value in data) 91 | { 92 | matrices[index] = value.Matrix; 93 | index++; 94 | } 95 | } 96 | } 97 | } -------------------------------------------------------------------------------- /Assets/GPUInstanceManager/Runtime/Scripts/Manager/GPUInstanceManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 562fa351dbf7245d682290f6c6019c74 3 | timeCreated: 1675632386 -------------------------------------------------------------------------------- /Assets/GPUInstanceManager/Runtime/Scripts/Manager/GpuInstanceManagerData.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using GPUInstanceManager.Component; 3 | using UnityEngine; 4 | using UnityEngine.Rendering; 5 | 6 | namespace GPUInstanceManager.Manager 7 | { 8 | public class GPUInstanceManagerData 9 | { 10 | public GPUInstanceManagerData(Dictionary instanceData, Material[] material, 11 | Matrix4x4[] matrices, ShadowCastingMode castShadows, bool receiveShadows) 12 | { 13 | this.InstanceData = instanceData; 14 | this.Material = material; 15 | this.Matrices = matrices; 16 | this.IsChanged = true; 17 | this.CastShadows = castShadows; 18 | this.ReceiveShadows = receiveShadows; 19 | } 20 | 21 | public Dictionary InstanceData { get; } 22 | public Material[] Material { get; } 23 | public Matrix4x4[] Matrices { get; set; } 24 | public bool IsChanged { get; set; } 25 | public ShadowCastingMode CastShadows { get; private set; } 26 | public bool ReceiveShadows { get; private set; } = true; 27 | 28 | public void SetCastShadows(ShadowCastingMode castShadows) 29 | { 30 | this.CastShadows = castShadows; 31 | } 32 | 33 | public void SetReceiveShadows(bool receiveShadows) 34 | { 35 | this.ReceiveShadows = receiveShadows; 36 | } 37 | } 38 | } -------------------------------------------------------------------------------- /Assets/GPUInstanceManager/Runtime/Scripts/Manager/GpuInstanceManagerData.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 55519f2317f264e32bc15fad4b954773 3 | timeCreated: 1675633026 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-------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2023 Furkan Baldır 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "1.17.7", 4 | "com.unity.ide.rider": "3.0.16", 5 | "com.unity.ide.visualstudio": "2.0.16", 6 | "com.unity.ide.vscode": "1.2.5", 7 | "com.unity.render-pipelines.universal": "12.1.8", 8 | "com.unity.test-framework": "1.1.31", 9 | "com.unity.textmeshpro": "3.0.6", 10 | "com.unity.timeline": "1.6.4", 11 | "com.unity.ugui": "1.0.0", 12 | "com.unity.visualscripting": "1.7.8", 13 | "com.unity.modules.ai": "1.0.0", 14 | "com.unity.modules.androidjni": "1.0.0", 15 | 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-------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # GPU Instance Manager 2 | 3 | [![Unity 2019.1+](https://img.shields.io/badge/unity-2019.1%2B-blue.svg)](https://unity3d.com/get-unity/download) 4 | [![License: MIT](https://img.shields.io/badge/License-MIT-brightgreen.svg)](https://github.com/supremepanda/GPUInstanceManager/blob/master/LICENSE) 5 | [!["Buy Me A Coffee"](https://www.buymeacoffee.com/assets/img/custom_images/orange_img.png)](https://www.buymeacoffee.com/furkanbaldir) 6 | 7 | 8 | GPU Instance Manager provides a lot of batch savings to improve your game performance in Unity. GPU Instancing is a good way to improve your performance issues and also battery usages. Without GPU Instancing, Unity draws every single mesh one by one. For example, you have 300 cubes, Unity will create 300 draw call so there will be 300 batch (too bad). With this asset, you can draw 300 cubes using only 1 draw call. (Without shadows etc.) 9 | 10 | ### Installation 11 | 12 | 1. You can add git url via **Package Manager => Add package from git url** 13 | ``` 14 | https://github.com/supremepanda/GPUInstanceManager.git#upm 15 | ``` 16 | 17 | 2. You can also install via git url by adding this entry in your **manifest.json** 18 | ``` 19 | "com.supremepanda.gpu_instance_manager": "https://github.com/supremepanda/GPUInstanceManager.git#upm" 20 | ``` 21 | 22 | ### When should I use GPU Instancing? 23 | 24 | - If you are using same mesh and same material more than one. (bullets etc.) and 25 | - If your objects can not be static. (If you can use static, use static and do not use gpu instancing) 26 | 27 | ### How to use? 28 | 29 | 1. Add **GPUInstanceService** prefab to your scene. 30 | 2. Add **GPUInstanceComponent** to your object that it exists MeshRenderer and MeshFilter. 31 | => On GPUInstanceComponent, **uniqueMeshId** field provides using ability with same mesh and different materials at the same time. If you want to use your mesh with different material variations, you should give an integer id to separate your components. Otherwise, it is always be 0 (zero) and all meshes will be draw with same material. 32 | 33 | Your component sends its data to GPUInstanceManager to add, update or remove itself. So, that 's all. 34 | 35 | ### Important notes 36 | 37 | - If your gameobject has not MeshRenderer or MeshFilter, you should uncheck auto-find checkboxes and assign manually. (Also you can always set your mesh, material and transform target assignments manually.) 38 | - This asset provides only 1023 meshes at the same time. If you want more than, do not use this asset. (for now.. It will be added with next updates.) 39 | --------------------------------------------------------------------------------