Version: Unity 6.1 Alpha (6000.1)
Language : English
Example of changing per-instance data at runtime in the Built-In Render Pipeline
GPU instancing shader reference for the Built-In Render Pipeline

Prevent Unity stripping GPU instancing shaders in the Built-In Render Pipeline

Unity generates Surface shadersA program that runs on the GPU. More info
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with instancing variants by default, unless you specify noinstancing in the #pragma directive. Unity ignores uses of #pragma multi_compile_instancing in a surface shaderA streamlined way of writing shaders for the Built-in Render Pipeline. More info
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.

Unity’s Standard and StandardSpecular shaders have instancing support by default, but with no per-instance properties other than the transform.

If your sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
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contains no GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
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with GPU instancing enabled, then Unity strips instancing shader variants. To override the stripping behaviour:

  1. Open Project Settings (menu: Edit > Project Settings).
  2. Go to Graphics.
  3. In the Shader Stripping section, set Instancing Variants to Keep All.
Example of changing per-instance data at runtime in the Built-In Render Pipeline
GPU instancing shader reference for the Built-In Render Pipeline