I’m on 5.5.0p1. Instancing works fine when I just start the Game, 19 Draw Calls for everything, 2 instance Draws for the Linerenderer.
When I set the property:
foreach (var start in lines){
var line = start.GetComponent<LineRenderer>();
line.SetPropertyBlock(probs);
line.startColor = line.endColor = start.lineColor;
line.colorGradient = getColor(start);
}
Code Breaks, 98 Draw Calls, all lines draw dynamic.
The shader:
Shader "Instanced/UnlitInstanced"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_instancing
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
UNITY_INSTANCING_CBUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color) // Make _Color an instanced property (i.e. an array)
UNITY_INSTANCING_CBUFFER_END
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv) * UNITY_ACCESS_INSTANCED_PROP(_Color);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}