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Question by Noggin_bops · Sep 11, 2017 at 10:20 PM · spritespritesspriterendererbatchinginstancing

How to instance custom sprite shader?

I have been trying to instance a custom written shader based on the built-in sprite shader in UnitySprite.cginc.

I have spent some time understanding all of the instancing macros defined in UnityInstancing.cginc and from what I can understand I'm doing everything as they should be done.

The results on the screen look like they should, but when I open the Frame Debugger and look at the draw stack I see that not all of my sprites get instanced. They are instanced in small groups or not at all. (The Dynamic Batches at the beginning and end are not my sprites) alt text The reason it gives is that some non-instanced properties are set. alt text I have spent a lot of time going through my own code making sure I don't set any non-instanced properties.

My question is now; are there other things that affect what properties are set? Right now I'm suspecting that the SpriteRenderer is setting some property but I can't find out what property that would be. I'm setting a texture to the material, but it's the same for every sprite (because they use the same material).

Is there some quirk with instancing that I am missing or is there some other reason for this behavior?

draw-stack.png (7.5 kB)
reason.png (3.3 kB)
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