LWRP Gpu Instancing = worse performance?

Hello, using Unity 2019.1.3f, LWRP.

I created a simple material in Shader Graph with Texture and Normal input, and attached them to simple dungeon blocks (Just cubes) in a procedural dungeon generation.

Since I am using the same material for each simple blocks, I figured instancing would improve performance…

But it seems not…?
What seems to be the issue?


You use the Frame Debugger to find out more about what is going on with your draw calls. And then you may also want to look into the Profiler to see where your CPU/GPU time is being spent.

I can’t say for sure off the top of my head here.

standart renderer have same issue, better turn it off or use GPU instancer from asset store.

LWRP uses SRP batcher, and it’s faster that generic unity instancing. Of course manual drawing with DrawInstanced will be fastest.

GPU instacing does not work for low poly objects below 32 tris well.

There is a blog post about GPU instancing and an asteroid field you should read about.

I assume your gpu instance object has the light probe on? it’ll break instancing and make it perform worse than no instancing