Property instancing Surface shader

no idea why it doesn’t work, all seems fine to me… but if i change tilling or _CleanTexture value on one instance the other one also applies it.

Shader "Custom/WaterDirt"
{
    Properties
    {
        [Toggle(DEBUG_NOISE)]_debug("Noise map debug", int) = 0
        [NoScaleOffset]_MainTex("Albedo (RGB)", 2D) = "white" {}
        _TillingOffsetA ("Tilling & Offset", Vector) = (1,1,0,0)
        [NoScaleOffset]_BumpMap("Bumpmap", 2D) = "bump" {}
        [NoScaleOffset]_NoiseTex ("NoiseMask (RGB)", 2D) = "white" {}
        _TillingOffsetN("Tilling & Offset", Vector) = (1,1,0,0)
        _Cutoff("Alpha cutoff", Range(0,1)) = 0.5
        _CleanTexture("Clean Texture", Range(0,1)) = 0.0
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        _Metallic ("Metallic", Range(0,1)) = 0.0
    }
    SubShader
    {
        Tags {"Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout"}
        LOD 300

        CGPROGRAM
        #pragma surface surf Standard fullforwardshadows alphatest:_Cutoff
        #pragma shader_feature DEBUG_NOISE
        #pragma multi_compile_instancing
        #pragma target 3.0

        sampler2D _MainTex;
        sampler2D _BumpMap;
        sampler2D _NoiseTex;

        struct Input
        {
            float2 uv_MainTex;
        };

        half _Glossiness;
        half _Metallic;
       
        // #pragma instancing_options assumeuniformscaling
        UNITY_INSTANCING_BUFFER_START(Props)
            UNITY_DEFINE_INSTANCED_PROP(fixed4, _TillingOffsetA)
            UNITY_DEFINE_INSTANCED_PROP(fixed4, _TillingOffsetN)
            UNITY_DEFINE_INSTANCED_PROP(half, _CleanTexture)
        UNITY_INSTANCING_BUFFER_END(Props)

        void surf (Input IN, inout SurfaceOutputStandard o)
        {
            fixed4 toA = UNITY_ACCESS_INSTANCED_PROP(Props, _TillingOffsetA);
            fixed4 a = tex2D(_MainTex, toA.zw + IN.uv_MainTex * toA.xy);
            fixed3 b = UnpackNormal(tex2D(_MainTex, toA.zw + IN.uv_MainTex * toA.xy));
            fixed4 toN = UNITY_ACCESS_INSTANCED_PROP(Props, _TillingOffsetN);
            fixed3 n = tex2D (_NoiseTex, toN.zw + IN.uv_MainTex * toN.xy);
            o.Albedo = a.rgb;
#ifdef DEBUG_NOISE
            o.Albedo = n.rgb;
#endif
            o.Alpha = a.a * n.r *  UNITY_ACCESS_INSTANCED_PROP(Props, _CleanTexture);
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

Two questions:

  • Is the “enable GPU instancing” check box set on the material? If not, then it won’t be using instancing to draw.
  • How are you setting the properties? If you’re directly modifying the material then it will change it for all of them. You have to use a MaterialPropertyBlock on the renderer component or pre-set with an array of values if using DrawMeshInstanced() calls.

aha ok, i forgot about the values only working when set through code… :frowning: kind of a bummer.