youtube: https://youtu.be/Y7wAwMn4i2M
download .apk: https://drive.google.com/file/d/185JWZXYPnVyDnA451cEZkS2H2wOYSce_/view
DrawMeshInstancedIndirect ON
DrawMeshInstancedIndirect ON (grass bending)
DrawMeshInstancedIndirect OFF
To demonstrate the only API that can draw millions of instance -> DrawMeshInstancedIndirect, running on mobile devices.
- can draw 4 million instances on Samsung Galaxy A70 (GPU = adreno612, not a strong GPU), 30fps, performance mainly affected by visible grass count on screen
- can draw 10 million instances on most of the 2018/2019 flagship mobiles (GPU = adreno630 or better), >30fps, performance mainly affected by visible grass count on screen
if you want to try the pre-built .apk, your android device must support Opengles3.2 / Vulkan
2019.4.3f1
This is a simplified example project to demonstrate DrawMeshInstancedIndirect API on mobile platform.
This project is as simple as possible, only contain a minimum compute GPU frustum culling (no Acceleration Algorithms), then just 1 DrawMeshInstancedIndirect call, nothing else.
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.