Version: Unity 6 (6000.0)
Language : English
Troubleshoot the SRP Batcher in URP
BatchRendererGroup API in URP

Remove SRP Batcher compatibility for GameObjects in URP

In some rare cases, you might want to intentionally make particular 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
See in Glossary
incompatible with the SRP Batcher. For example, if you want to use GPU instancing, which isn’t compatible with the SRP Batcher. If you want to render many identical meshes with the exact same material, GPU instancing can be more efficient than the SRP Batcher. To use GPU instancing, you must either:

There are two ways to remove compatibility with the SRP Batcher from a GameObject:

  • Make the shaderA program that runs on the GPU. More info
    See in Glossary
    incompatible.
  • Make the renderer incompatible.

Tip: If you use GPU instancing instead of the SRP Batcher, use the ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info
See in Glossary
to make sure that GPU instancing is more efficient for your application than the SRP Batcher.

Removing shader compatibility

You can make both hand-written and Shader Graph shaders incompatible with the SRP Batcher. However, for Shader Graph shaders, if you change and recompile the Shader Graph often, it’s simpler to make the renderer incompatible instead.

To make a Unity shader incompatible with the SRP Batcher, you need to make changes to the shader source file:

  1. For hand-written shaders, open the shader source file. For Shader Graph shaders, copy the Shader Graph’s compiled shader source code into a new shader source file. Use the new shader source file in your application instead of the Shader Graph.
  2. Add a new material property declaration into the shader’s Properties block. Don’t declare the new material property in the UnityPerMaterial constant buffer.

The material property doesn’t need to do anything; just having a material property that doesn’t exist in the UnityPerMaterial constant buffer makes the shader incompatible with the SRP Batcher.

Warning: If you use a Shader Graph, be aware that every time you edit and recompile the Shader Graph, you must repeat this process.

Removing renderer compatibility

You can make individual renderers incompatible with the SRP Batcher. To do this, add a MaterialPropertyBlock to the renderer.

Troubleshoot the SRP Batcher in URP
BatchRendererGroup API in URP