youtube runtime demo video: https://youtu.be/Y7wAwMn4i2M
download .apk, try it on your android phone: https://drive.google.com/file/d/185JWZXYPnVyDnA451cEZkS2H2wOYSce_/view
DrawMeshInstancedIndirect ON
DrawMeshInstancedIndirect ON (grass bending)
DrawMeshInstancedIndirect OFF
To demonstrate an API that can draw millions of instance -> DrawMeshInstancedIndirect(), running on mobile devices.
- can handle 10 million instances on Samsung Galaxy A70 (GPU = adreno612, not a strong GPU), 50~60fps, performance mainly affected by visible grass count on screen(draw distance)
if you want to try the pre-built .apk, your android device must support Opengles3.2 / Vulkan download .apk: https://drive.google.com/file/d/185JWZXYPnVyDnA451cEZkS2H2wOYSce_/view
2019.4.3f1
This is a simplified example project to demonstrate DrawMeshInstancedIndirect API on mobile platform.
This project is as simple as possible, only contains a simple CPU cell frustum culling(not even a quadtree) -> minimum compute GPU frustum culling (no Acceleration Algorithms), then just 1 DrawMeshInstancedIndirect call, nothing else, code is very short.
Lighting and animation is not the main focus of this project, but >50% of the time was spent on writing grass shader's lighting & animation, you can have a look at InstancedIndirectGrass.shader if you are interested.
This project also contains a RendererFeature(GrassBendingRTPrePass.cs) to render an offscreen RT(R8), which renders top down view grass bending area (by trail renderer following moving objects), it is a very simple method but the result is good enough for this demo.