How reduce draw call in this sence? URP SRP Batcher - unity3d

Unity2021.3.10f1, URP, SRP Batcher on
I created a 10x10x10 cube matrix in the sence.
The cube is a prefab. It 1:1:1 default size, with a SRP Batcher compatible shader.
Now 5000+ Batches in runtime. How can I reduce the batches?

source: https://gist.github.com/andrew-raphael-lukasik/df4a36ff2ad89078258fd653c422a021
// scr* https://gist.github.com/andrew-raphael-lukasik/df4a36ff2ad89078258fd653c422a021
using System.Collections.Generic;
using UnityEngine;
public class GpuInstancingForGameObjects : MonoBehaviour
{
[SerializeField] Camera _camera = null;
[SerializeField] MeshRenderer[] _meshRenderers = new MeshRenderer[0];
/// <summary>
/// Prefer "true" ☑ as "false" ☐ require updates every frame.
/// It is a good idea to keep lists of still and moving mesh renderers in a separate components.
/// </summary>
public bool meshesAreStill = true;
Dictionary<(Mesh mesh,Material material),(List<Transform> transforms,Bounds aabb)> _sources = new Dictionary<(Mesh,Material),(List<Transform>,Bounds)>();
Dictionary<(Mesh mesh,Material material),(Matrix4x4[] matrices,Bounds aabb)> _batches = new Dictionary<(Mesh,Material),(Matrix4x4[],Bounds)>();
Dictionary<int,Stack<Matrix4x4[]>> _freeMatrices = new Dictionary<int,Stack<Matrix4x4[]>>();
Plane[] _frustum = new Plane[6];
void Start ()
{
Initialize();
UpdateMatrices();
if( _camera==null ) _camera = Camera.main;
if( _camera==null )
{
Debug.LogError( "no camera, can't continue" , this );
enabled = false;
}
}
void Update ()
{
if( !meshesAreStill ) UpdateMatrices();
GeometryUtility.CalculateFrustumPlanes( _camera , _frustum );
foreach( var batch in _batches )
{
var meshMaterialPair = batch.Key;
var matricesAabbPair = batch.Value;
var aabb = matricesAabbPair.aabb;
if( GeometryUtility.TestPlanesAABB(_frustum,aabb) )
{
Graphics.DrawMeshInstanced(
mesh: meshMaterialPair.mesh ,
submeshIndex: 0 ,
material: meshMaterialPair.material ,
matrices: matricesAabbPair.matrices
);
}
}
}
#if UNITY_EDITOR
// void OnDrawGizmosSelected ()
void OnDrawGizmos ()
{
Initialize();
Gizmos.color = Color.yellow;
foreach( var source in _sources )
{
var transformsAabbPair = source.Value;
var aabb = transformsAabbPair.aabb;
Gizmos.DrawWireCube( aabb.center , aabb.size );
if( Application.isPlaying && !GeometryUtility.TestPlanesAABB(_frustum,aabb) )
UnityEditor.Handles.Label( aabb.center , "(out of camera view)" );
}
}
#endif
void Initialize ()
{
_sources.Clear();
foreach( var meshRenderer in _meshRenderers )
{
if( meshRenderer==null ) continue;
var meshFilter = meshRenderer.GetComponent<MeshFilter>();
if( meshFilter==null ) continue;
var mesh = meshFilter.sharedMesh;
if( mesh==null ) continue;
foreach( var material in meshRenderer.sharedMaterials )
{
if( !material.enableInstancing && Application.isPlaying )
{
Debug.LogWarning($"\"{material.name}\" material won't be rendered as it's <b>GPU Instancing</b> is not enabled",meshRenderer);
continue;
}
if( material==null ) continue;
var aabb = meshRenderer.bounds;
var meshMaterialPair = ( mesh , material );
if( _sources.ContainsKey( meshMaterialPair ) )
{
var transforms = _sources[meshMaterialPair].transforms;
transforms.Add( meshRenderer.transform );
var newAabb = _sources[meshMaterialPair].aabb;
newAabb.Encapsulate( aabb );
_sources[meshMaterialPair] = ( transforms , newAabb );
}
else
{
_sources.Add( meshMaterialPair , ( new List<Transform>(){ meshRenderer.transform } , aabb ) );
}
}
if( Application.isPlaying )
meshRenderer.enabled = false;
}
}
void UpdateMatrices ()
{
foreach( var batch in _batches )
{
var matricesAabbPair = batch.Value;
var matrices = matricesAabbPair.matrices;
if( _freeMatrices.ContainsKey( matrices.Length ) )
{
_freeMatrices[matrices.Length].Push( matrices );
}
else
{
var stack = new Stack<Matrix4x4[]>();
stack.Push( matrices );
_freeMatrices.Add( matrices.Length , stack );
}
}
_batches.Clear();
foreach( var source in _sources )
{
var meshMaterialPair = source.Key;
var transformsAabbPair = source.Value;
var transforms = transformsAabbPair.transforms;
int numTransforms = transforms.Count;
Matrix4x4[] matrices = null;
if( _freeMatrices.ContainsKey(numTransforms) && _freeMatrices[numTransforms].Count!=0 )
{
matrices = _freeMatrices[numTransforms].Pop();
}
else matrices = new Matrix4x4[ numTransforms ];
for( int i=0 ; i<numTransforms ; i++ )
matrices[i] = transforms[i].localToWorldMatrix;
_batches.Add( meshMaterialPair , ( matrices , transformsAabbPair.aabb ) );
}
}
}
This solution provides AABB frustum culling - it is not enough to optimize your voxels-like case but a starting point. If you consider these boxes to represent voxels then your next step would be to implement a voxel occlusion culling here (to hide boxes that are inside this shape).

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SnapshotController.as
package controllers
{
import flash.display.BitmapData;
import flash.display.JPEGEncoderOptions;
import flash.display.Loader;
import flash.display.LoaderInfo;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.IEventDispatcher;
import flash.events.MediaEvent;
import flash.filesystem.File;
import flash.filesystem.FileMode;
import flash.filesystem.FileStream;
import flash.geom.Matrix;
import flash.geom.Rectangle;
import flash.media.CameraUI;
import flash.media.MediaPromise;
import flash.media.MediaType;
import flash.utils.ByteArray;
import flash.utils.IDataInput;
import mx.utils.Base64Encoder;
import classes.APIupload;
public class SnapshotController
{
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{
}
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readMediaData();
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readMediaData();
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imageOrientation = getOrientation(imageBytes);
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loader.contentLoaderInfo.addEventListener(Event.INIT, onMediaPromiseLoaded);
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}
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{
trace("Media file loaded");
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var mpLoaderInfo:LoaderInfo = e.target as LoaderInfo;
mpLoaderInfo.removeEventListener(Event.COMPLETE, onMediaPromiseLoaded);
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var matrix:Matrix = new Matrix();
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matrix.translate( bitmapData.height, 0 );
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matrix.translate( 0, bitmapData.width );
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matrix.translate( bitmapData.width, bitmapData.height );
}else if(degree == 0){
newBitmap = new BitmapData( bitmapData.width, bitmapData.height, true );
//matrix.translate( bitmapData.width, bitmapData.height );
}
newBitmap.draw( bitmapData, matrix, null, null, null, true )
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}
private function saveImageFile(ba:ByteArray):void{
var now:Date = new Date();
var filename:String = "IMG" + now.fullYear + now.month + now.day + now.hours + now.minutes + now.seconds + ".jpg";
var temp:File = File.documentsDirectory.resolvePath( filename );
var stream:FileStream = new FileStream();
stream.open( temp, FileMode.WRITE );
stream.writeBytes( ba );
stream.close();
}
private function getOrientation(jpeg:ByteArray):int{
if (jpeg == null) {
return 0;
}
var offset:int = 0;
var length:int = 0;
while (offset + 3 < jpeg.length && (jpeg[offset++] & 0xFF) == 0xFF) {
var marker:int = jpeg[offset] & 0xFF;
// Check if the marker is a padding.
if (marker == 0xFF) {
continue;
}
offset++;
// Check if the marker is SOI or TEM.
if (marker == 0xD8 || marker == 0x01) {
continue;
}
// Check if the marker is EOI or SOS.
if (marker == 0xD9 || marker == 0xDA) {
break;
}
// Get the length and check if it is reasonable.
length = pack(jpeg, offset, 2, false);
if (length < 2 || offset + length > jpeg.length) {
trace("Invalid length");
return 0;
}
// Break if the marker is EXIF in APP1.
if (marker == 0xE1 && length >= 8 &&
pack(jpeg, offset + 2, 4, false) == 0x45786966 &&
pack(jpeg, offset + 6, 2, false) == 0) {
offset += 8;
length -= 8;
break;
}
// Skip other markers.
offset += length;
length = 0;
}
if (length > 8) {
// Identify the byte order.
var tag:int = pack(jpeg, offset, 4, false);
if (tag != 0x49492A00 && tag != 0x4D4D002A) {
trace("Invalid byte order");
return 0;
}
var littleEndian:Boolean = (tag == 0x49492A00);
// Get the offset and check if it is reasonable.
var count:int = pack(jpeg, offset + 4, 4, littleEndian) + 2;
if (count < 10 || count > length) {
trace( "Invalid offset");
return 0;
}
offset += count;
length -= count;
// Get the count and go through all the elements.
count = pack(jpeg, offset - 2, 2, littleEndian);
while (count-- > 0 && length >= 12) {
// Get the tag and check if it is orientation.
tag = pack(jpeg, offset, 2, littleEndian);
if (tag == 0x0112) {
// We do not really care about type and count, do we?
var orientation:int = pack(jpeg, offset + 8, 2, littleEndian);
switch (orientation) {
case 1:
return 0;
case 3:
return 180;
case 6:
return 90;
case 8:
return 270;
}
trace( "Unsupported orientation");
return 0;
}
offset += 12;
length -= 12;
}
}
trace( "Orientation not found");
return 0;
}
private function pack(bytes:ByteArray,offset:int,length:int,
littleEndian:Boolean):int {
var step:int = 1;
if (littleEndian) {
offset += length - 1;
step = -1;
}
var value:int = 0;
while (length-- > 0) {
value = (value << 8) | (bytes[offset] & 0xFF);
offset += step;
}
return value;
}
}
}
You can use Stage.deviceOrientation or Stage.orientation* to determine which way round the phone is.
*not sure if this one works on iOS
Is it the BitmapData result itself that you want to rotate (ie create a new BitmapData with rotated image) or just rotate a Bitmap on the display list?
Edit:
Ok, heres some code to rotate a BitmapData object:
function rotateBitmapData(angle:int, source:BitmapData):BitmapData
{
var newWidth:int = source.rect.width;
var newHeight:int = source.rect.height;
if (angle==90 || angle==270)
{
newWidth = source.rect.height;
newHeight = source.rect.width;
}
var newBmd:BitmapData = new BitmapData(newWidth, newHeight, source.transparent);
var tx:Number = 0;
var ty:Number = 0;
if (angle==90 || angle==180)
{
tx = newWidth;
}
if (angle==180 || angle==270)
{
ty = newHeight;
}
var matrix:Matrix = new Matrix();
matrix.createBox(1, 1, Math.PI*angle/180, tx, ty);
newBmd.draw(source, matrix);
return newBmd;
}
angle should be 0,90,180 or 270. It will return a new BitmapData object rotated by specified angle.
You can use StageOrientationEvent.ORIENTATION_CHANGING Event :
stage.addEventListener(StageOrientationEvent.ORIENTATION_CHANGING, OrientationChangeHandler);
private function OrientationChangeHandler(e:StageOrientationEvent):void
{
switch (e.afterOrientation)
{
case StageOrientation.DEFAULT :
break;
case StageOrientation.ROTATED_RIGHT :
break;
case StageOrientation.ROTATED_LEFT :
break;
case StageOrientation.UPSIDE_DOWN :
break;
}
}
this can help you.

Mouse hover effect is not working in Three.js

I need help with this code about Three.js. I do not know why it does not work, since everything is correct and copied from other codes that do work. The problem is that no Mouse Hovering effect works.
<html>
<head>
<title>NUEVO</title>
<style>canvas { width: 100%; height: 100% }</style>
</head>
<body>
<script src="js/libs/Tween.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="https://raw.github.com/mrdoob/three.js/master/build/three.js"></script>
<script>
var scene,camera,rendered,projector;
var mouseX, mouseY, stats, container;
var objects=[];
var INTERSECTED;
var theta = 0;
init();
animate();
function init(){
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 1, 20000);
camera.position.set( 0, 150, 400 );
camera.lookAt(scene.position);
renderer = new THREE.CanvasRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
container = document.createElement( 'div' );
document.body.appendChild( container );
container.appendChild( renderer.domElement );
projector = new THREE.Projector();
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.bottom = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
for (var i=0; i<3; i++)
{
var geometry = new THREE.CubeGeometry(40,40,40);
var material = new THREE.MeshBasicMaterial({color: 0x00ff00});
var cube = new THREE.Mesh(geometry, material);
cube.position.x = (i*200) -200
objects.push(cube);
scene.add(cube);
}
window.addEventListener( 'resize', onWindowResize, false );
}
function onDocumentMouseDown( event )
{
event.preventDefault();
mouseX = ( event.clientX / window.innerWidth ) * 2 - 1;
mouseY = - ( event.clientY / window.innerHeight ) * 2 + 1;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate()
{
requestAnimationFrame(animate);
render();
update();
}
function update()
{
var vector = new THREE.Vector3( mouseX, mouseY, 1 );
projector.unprojectVector( vector, camera );
var ray = new THREE.Ray( camera.position, vector.subSelf( camera.position ).normalize() );
var intersects = ray.intersectObjects( scene.children );
if ( intersects.length > 0 ) {
if ( intersects[ 0 ].object != INTERSECTED )
{
if ( INTERSECTED )
INTERSECTED.material.color.setHex( INTERSECTED.currentHex );
// store reference to closest object as current intersection object
INTERSECTED = intersects[ 0 ].object;
// store color of closest object (for later restoration)
INTERSECTED.currentHex = INTERSECTED.material.color.getHex();
// set a new color for closest object
INTERSECTED.material.color.setHex( 0xffff00 );
} else {// there are no intersections
// restore previous intersection object (if it exists) to its original color
if ( INTERSECTED )
INTERSECTED.material.color.setHex( INTERSECTED.currentHex );
// remove previous intersection object reference
// by setting current intersection object to "nothing"
INTERSECTED = null;
}
/* for(var i=0; i<3; i++)
{
objects[i].rotation.y += 0.05;
}*/
}
}
function render()
{
//theta += 0.4;
camera.position.x = 300 * Math.sin( theta * Math.PI / 360 );
camera.position.y = 300 * Math.sin( theta * Math.PI / 360 );
camera.position.z = 300 * Math.cos( theta * Math.PI / 360 );
camera.lookAt( scene.position );
renderer.render(scene, camera);
}
</script>
</body>
</html>
This is what You want:
http://jsfiddle.net/Lx6nE/4/
What was wrong:
The link to Three.js should be towards the minified source.
The braces should be indented right becuase of flickering
The mousedown event should be captured.
The code:
var scene,camera,rendered,projector;
var mouseX, mouseY, stats, container;
var objects=[];
var INTERSECTED;
var theta = 0;
init();
animate();
function init(){
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 1, 20000);
camera.position.set( 0, 150, 400 );
camera.lookAt(scene.position);
renderer = new THREE.CanvasRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
container = document.createElement( 'div' );
document.body.appendChild( container );
container.appendChild( renderer.domElement );
projector = new THREE.Projector();
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.bottom = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
for (var i=0; i<3; i++)
{
var geometry = new THREE.CubeGeometry(40,40,40);
var material = new THREE.MeshBasicMaterial({color: 0x00ff00});
var cube = new THREE.Mesh(geometry, material);
cube.position.x = (i*50) -60
objects.push(cube);
scene.add(cube);
}
window.addEventListener( 'resize', onWindowResize, false );
window.addEventListener( 'mousedown', onDocumentMouseDown, false );
}
function onDocumentMouseDown( event )
{
event.preventDefault();
mouseX = ( event.clientX / window.innerWidth ) * 2 - 1;
mouseY = - ( event.clientY / window.innerHeight ) * 2 + 1;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate()
{
requestAnimationFrame(animate);
render();
update();
}
function update()
{
var vector = new THREE.Vector3( mouseX, mouseY, 1 );
projector.unprojectVector( vector, camera );
var ray = new THREE.Ray( camera.position, vector.subSelf( camera.position ).normalize() );
var intersects = ray.intersectObjects( scene.children );
if ( intersects.length > 0 ) {
if ( intersects[ 0 ].object != INTERSECTED )
{
if ( INTERSECTED )
INTERSECTED.material.color.setHex( INTERSECTED.currentHex );
// store reference to closest object as current intersection object
INTERSECTED = intersects[ 0 ].object;
// store color of closest object (for later restoration)
INTERSECTED.currentHex = INTERSECTED.material.color.getHex();
// set a new color for closest object
INTERSECTED.material.color.setHex( 0xffff00 );
}
} else {// there are no intersections
// restore previous intersection object (if it exists) to its original color
if ( INTERSECTED )
INTERSECTED.material.color.setHex( INTERSECTED.currentHex );
// remove previous intersection object reference
// by setting current intersection object to "nothing"
INTERSECTED = null;
/* for(var i=0; i<3; i++)
{
objects[i].rotation.y += 0.05;
}*/
}
}
function render()
{
//theta += 0.4;
camera.position.x = 300 * Math.sin( theta * Math.PI / 360 );
camera.position.y = 300 * Math.sin( theta * Math.PI / 360 );
camera.position.z = 300 * Math.cos( theta * Math.PI / 360 );
camera.lookAt( scene.position );
renderer.render(scene, camera);
}
​