Version: 2020.1
LanguageEnglish
  • C#

SinglePassStereoMode.Instancing

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Render stereo using GPU instancing.

In instanced single-pass stereo rendering, the rendering pipeline traverses the scene graph only once and issues a single, instanced draw call for each render node, thus reducing the bandwidth required to render the scene. Scene culling and shadow map rendering is shared between both eyes. The main render target must be an array of render targets.

Special GPU hardware support is required for this mode to run. Depending on their graphics capabilities, certain GPUs can run this stereo rendering mode and others can run SinglePassStereoMode.Multiview. The two modes are otherwise very similar.

Did you find this page useful? Please give it a rating: