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Unity Platform

Batched Compute Skinning

Apr 2, 2025
Released
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Background:

Unity’s Skinned Mesh Renderer component utilize compute dispatches for parallelizing vertex transformations on the GPU.

Such renderers will traditionally generate a separate compute dispatch per skinned mesh. Furthermore, blend shapes are applied via separate compute shaders, which are dispatched in a serialized fashion. This approach can lead to a large number of compute dispatches and low GPU parallelization and performance.

To address this, we are now introducing the "Batched" Compute Skinning mode:

This configuration will batch skinning dispatches as much as possible, in order to increase the amount of vertices being deformed in parallel, and reduce GPU synchronization. In turn, this improves the GPU performance of Skinned Mesh Renderers across all capable platforms.

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