Draw Call Batching

本文介绍了Unity中提升渲染性能的方法——批量绘制技术。包括动态批量绘制和静态批量绘制两种方式,并详细解释了它们的工作原理及使用限制。为了实现高效批量绘制,文章提供了多个实用建议,例如如何减少材质使用数量,确保对象拥有相同的比例缩放等。

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To draw an object on the screen, the engine has to issue a drawcall to the graphics API (e.g. OpenGL or Direct3D). The graphicsAPI does significant work for every draw call, causing performanceoverhead on the CPU side.

Unity can combine a number of objects at runtime and draws themtogether with a single draw call. This operation is called"batching". The more objects Unity can batch together, the betterrendering performance (on the CPU side) you can get.

Built-in batching support in Unity has significant benefit oversimply combining geometry in the modeling tool (or usingthe CombineChildren scriptfrom the Standard Assets package). Batching in Unityhappens after visibilitydetermination step. The engine does culling on each objectindividually, and the amount of rendered geometry is going to bethe same as without batching. Combining geometry in the modelingtool, on the other hand, prevents effecient culling and results inmuch higher amount of geometry being rendered.

Materials

Only objects sharing the same material can be batched together.Therefore, if you want to achieve good batching, you need to shareas many materials among different objects as possible.

If you have two identical materials which differ only in textures,you can combine those textures into a single big texture - aprocess often called texture atlasing. Once texturesare in the same atlas, you can use single material instead.

If you need to access shared material properties from the scripts,then it is important to note thatmodifying Renderer.material willcreate a copy of the material. Instead, you shoulduse Renderer.sharedMaterial tokeep material shared.

Dynamic Batching

Unity can automatically batch moving objects into the same drawcall if they share the same material and fulfill other criteria.Dynamic batching is done automatically and does not require anyadditional effort on your side.

Tips:
  • Batching dynamic objects has certainoverhead per vertex, so batching is appliedonly to meshes containing lessthan 900 vertex attributesin total.
    • If your shader is using VertexPosition, Normal and single UV, then you can batch up to 300 verts;whereas if your shader is using Vertex Position, Normal, UV0, UV1and Tangent, then only 180 verts.
    • Please note: attribute count limitmight be changed in future
  • Generally, objects should be usingthe same transform scale.
    • The exception is non-uniform scaledobjects; if several objects all have different non-uniform scalethen they can still be batched.
  • Using different material instances -even if they are essentially the same - will make objects notbatched together.
  • Objects with lightmaps haveadditional renderer parameter: lightmap index and offset/scale intothe lightmap. So generally dynamic lightmapped objects should pointto exactly the same lightmap location to be batched.
  • Multi-pass shaders will breakbatching. Almost all unity shaders supports several lights inforward rendering, effectively doing additional pass for them. Thedraw calls for "additional per-pixel lights" will not bebatched.
  • Objects that receive real-timeshadows will not be batched.

Static Batching

Static batching, on the other hand, allows the engine to reducedraw calls for geometry of any size (provided it does not move andshares the same material). Static batching is significantly moreefficient than dynamic batching. You should choose static batchingas it will require less CPU power.

In order to take advantage of static batching, you need explicitlyspecify that certain objects are static andwill not move, rotate orscale in the game. To do so, you can mark objects as static usingthe Static checkbox in the Inspector:

Draw <wbr>Call <wbr>Batching

Using static batching will require additional memory for storingthe combined geometry. If several objects shared the same geometrybefore static batching, then a copy of geometry will be created foreach object, either in the Editor or at runtime. This might notalways be a good idea - sometimes you will have to sacrificerendering performance by avoiding static batching for some objectsto keep a smaller memory footprint. For example, marking trees asstatic in a dense forest level can have serious memory impact.

Static batching is only available in Unity Pro for eachplatform.

Other batching tips

Currently, only MeshRenderers and ParticleSystems are batched. This means that skinnedmeshes, cloth, trail renderers and other types of renderingcomponents are notbatched.

Semitransparent shaders most often require objects to be renderedin back-to-front order for transparency to work. Unity first ordersobjects in this order, and then tries to batch them - but becausethe order must be strictly satisfied, this often means lessbatching can be achieved than with opaque objects.

Some parts of Unity's rendering do not have batching implementedyet; for example rendering shadow casters, camera's depth texturesor GUI will not do batching.

内容概要:本文探讨了在MATLAB/SimuLink环境中进行三相STATCOM(静态同步补偿器)无功补偿的技术方法及其仿真过程。首先介绍了STATCOM作为无功功率补偿装置的工作原理,即通过调节交流电压的幅值和相位来实现对无功功率的有效管理。接着详细描述了在MATLAB/SimuLink平台下构建三相STATCOM仿真模型的具体步骤,包括创建新模型、添加电源和负载、搭建主电路、加入控制模块以及完成整个电路的连接。然后阐述了如何通过对STATCOM输出电压和电流的精确调控达到无功补偿的目的,并展示了具体的仿真结果分析方法,如读取仿真数据、提取关键参数、绘制无功功率变化曲线等。最后指出,这种技术可以显著提升电力系统的稳定性与电能质量,展望了STATCOM在未来的发展潜力。 适合人群:电气工程专业学生、从事电力系统相关工作的技术人员、希望深入了解无功补偿技术的研究人员。 使用场景及目标:适用于想要掌握MATLAB/SimuLink软件操作技能的人群,特别是那些专注于电力电子领域的从业者;旨在帮助他们学会建立复杂的电力系统仿真模型,以便更好地理解STATCOM的工作机制,进而优化实际项目中的无功补偿方案。 其他说明:文中提供的实例代码可以帮助读者直观地了解如何从零开始构建一个完整的三相STATCOM仿真环境,并通过图形化的方式展示无功补偿的效果,便于进一步的学习与研究。
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