#Hi, I want to draw thousands of lidar
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Shader "Unlit/LiDAR Shader"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Transparent" "RenderPipeline" = "UniversalPipeline" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(float4, _Colors)
UNITY_INSTANCING_BUFFER_END(Props)
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
float4 frag(v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
float4 col = UNITY_ACCESS_INSTANCED_PROP(Props, _Colors);
return col;
}
ENDCG
}
}
}
MaterialPropertyBlock block = new();
block.SetVectorArray("_Colors", colors);
Graphics.DrawMeshInstanced(pointMesh, 0, pointMaterial, matrices, elementCount, block, ShadowCastingMode.Off, false);
I would move the UNITY_INITIALIZE_OUTPUT macro to be first.
iirc this basically does = 0; so anything before (like the instanceID you just set up and transferred) is getting overridden