Graphics performance and profiling
Graphics performance and profiling in URP
Optimizing draw calls in URP
Scriptable Render Pipeline (SRP) Batcher in URP
Scriptable Render Pipeline Batcher in URP
Check whether a GameObject is compatible with the SRP Batcher in URP
Scriptable Render Pipeline Batcher in URP
The Scriptable
Render Pipeline
A series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own.
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Glossary
(SRP) Batcher is a
draw call optimization
that significantly improves performance for applications that use an SRP. The SRP Batcher reduces the CPU time Unity requires to prepare and dispatch draw calls for materials that use the same
shader
A program that runs on the GPU.
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Glossary
variant.
The Scriptable Render Pipeline (SRP) Batcher reduces the CPU time Unity requires to render scenes with many materials that use the same shader variant.
Requirements and compatibility
This section includes information about the render pipeline compatibility of the SRP Batcher.
Render pipeline compatibility
Universal Render Pipeline (URP)
High Definition Render Pipeline (HDRP)
Custom Scriptable Render Pipeline (SRP)
Built-in Render Pipeline
To achieve optimal performance for your rendering, each SRP batch should contain as many
bind
and
draw
commands as possible. To achieve this, use as few shader variants as possible. You can still use as many different materials with the same shader as you want.
When Unity detects a new material during the render loop, the CPU collects all properties and binds them to the GPU in constant buffers. The number of GPU buffers depends on how the shader declares its constant buffers.
The SRP Batcher is a low-level render loop that makes material data persist in GPU memory. If the material content doesn’t change, theSRP Batcher doesn’t make any render-state changes. Instead, the SRP Batcher uses a dedicated code path to update the Unity Engine properties in a large GPU buffer, like this:
The SRP Batcher rendering workflow. The SRP Batcher uses a dedicated code path to update the Unity Engine properties in a large GPU buffer.
Here, the CPU only handles the Unity Engine properties, labeled
Per Object large buffer
in the above diagram. All materials have persistent constant buffers located in GPU memory, which are ready to use. This speeds up rendering because:
All material content now persists in GPU memory.
Dedicated code manages a large per-object GPU constant buffer for all per-object properties.
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