SRP Batcher

E697927

SRP Batcher is a Unity rendering optimization system that significantly reduces CPU overhead by efficiently batching draw calls in Scriptable Render Pipelines like the Universal Render Pipeline.

All labels observed (1)

Label Occurrences
SRP Batcher canonical 2

How this entity was disambiguated

Statements (47)

Predicate Object
instanceOf Unity rendering optimization system ⓘ
draw call batching system ⓘ
appliesTo C# Scriptable Render Pipeline implementations ⓘ
benefits improved rendering performance on CPU-bound scenes ⓘ
more efficient handling of many objects using same shader ⓘ
reduced CPU time per frame ⓘ
canBeDisabled true ⓘ
category graphics performance optimization feature ⓘ
configurationLocation Render Pipeline Asset settings ⓘ
controlledBy SRP Batcher checkbox in pipeline asset ⓘ
designedFor Scriptable Render Pipeline ⓘ
developedBy Unity Technologies ⓘ
differentFrom GPU instancing ⓘ
dynamic batching ⓘ
documentationURL https://docs.unity3d.com/Manual/SRPBatcher.html ⓘ
enabledByDefaultIn High Definition Render Pipeline ⓘ
Universal Render Pipeline ⓘ
focusesOn CPU-side state management rather than geometry merging ⓘ
groupsBy GPU constant buffer layout ⓘ
shader and shader variant ⓘ
handles material property updates via constant buffers ⓘ
improves CPU scalability with large numbers of renderers ⓘ
incompatibleWith legacy built-in render pipeline ⓘ
non-SRP shaders ⓘ
introducedIn Unity 2019.3 ⓘ
linked to: Unity game engine
operatesOn draw calls ⓘ
material and shader state changes ⓘ
optimizationType CPU-side rendering optimization ⓘ
platformSupport consoles ⓘ
desktop platforms ⓘ
mobile platforms ⓘ
primaryGoal reduce CPU overhead of rendering ⓘ
reduce draw call cost ⓘ
reduces CPU validation of material and shader state ⓘ
cost of setting shader constants per draw call ⓘ
relatedTo GPU instancing ⓘ
dynamic batching ⓘ
requires SRP-compatible material variants ⓘ
SRP-compatible shader property declarations ⓘ
compatible SRP shaders ⓘ
scope per-camera rendering ⓘ
supportsPipeline High Definition Render Pipeline ⓘ
Universal Render Pipeline ⓘ
usedIn Unity Engine ⓘ
linked to: Unity game engine
uses GPU constant buffers for material properties ⓘ
persistent per-material data layout ⓘ
worksBestWhen many objects share the same SRP-compatible shader ⓘ

How these facts were elicited

Referenced by (2)

Full triples — surface form annotated when it differs from this entity's canonical label.

URP → supports → SRP Batcher ⓘ