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Package details
- Latest version
- 1.0
- Last updated
- First released
- Unity version
- 6000.0.44 or later
- Package size
- 10.1 MB
- Files
- 11
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- 9
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Keywords
Multi‑GPU Direct Transfer
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Windows/Vulkan plugin: compute on iGPU, render on dGPU. Streams to RenderTextures with fallbacks + metrics. C# wrapper & samples for faster post-FX, upscaling (Built-in/URP/HDRP). Source included.
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Multi‑GPU Direct Transfer screenshot 1
About this asset
Description
Multi-GPU Direct Transfer for Unity is a native Windows/Vulkan plugin that splits workloads across GPUs: run compute on your iGPU, render on your dGPU, and stream results straight into Unity RenderTextures. It auto-selects the fastest transfer path (shared memory → staging → CPU), exposes metrics/logging, and ships with a clean C# wrapper, SPIR-V samples, and an example scene.
Customizable? Yes.
- Source included—extend or rebuild the native plugin.
- Swap in your own SPIR-V compute shaders.
- Force/choose transfer methods programmatically.
- Works with Built-in, URP, HDRP (Vulkan) because it targets textures, not a specific render pipeline.
Suitable for a particular genre?
It’s genre-agnostic. Ideal wherever GPU compute meets rendering: post-FX, upscaling/super-res, stylized filters, simulation/AI preprocessing, VFX, imaging tools, and editor utilities.
Requirements
Windows 64-bit, Vulkan graphics API enabled, ideally a system with both an iGPU (compute) and a dGPU (render). Falls back gracefully when direct sharing isn’t available.
From the publisher's Asset Store listing.
Technical details
Technical Details — Key Features
- Heterogeneous GPU pipeline: run compute on iGPU, render on dGPU.
- Direct RenderTexture streaming (Vulkan): native plugin writes straight to Unity textures.
- Automatic fallbacks: Shared Memory → Staging Buffer → CPU copy, selected at runtime.
- SPIR-V loader: load your own compute shaders (.spv) and swap kernels freely.
- C# wrapper & example scene: P/Invoke API + ready-to-run demo for quick integration.
- Metrics & logging: per-stage timings, throughput, method stats, error/log queue.
- Buffer API: create/reuse shared GPU buffers sized for your workloads.
- Pipeline-agnostic: works with Built-in, URP, HDRP (when Vulkan is enabled).
- Thread-safe lifecycle: clean init/shutdown; per-frame Update pump for jobs.
- No Asset Store dependencies: plug-and-play on Windows x86_64.
- Source code included: extend, debug, or rebuild the native plugin.
- Requirements: Windows 64-bit, Vulkan graphics API, ideally both iGPU + dGPU available.
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.0.44f1 | Compatible | Compatible | Compatible |
The plugin is render-pipeline agnostic. It writes to a Unity RenderTexture via the native Vulkan interface, so it works with Built-in, URP, and HDRP as long as Windows 64-bit + Vulkan is enabled. Not compatible with DirectX/Metal/OpenGL.
Not required for use, but if you want to build the native plugin from source: Visual Studio 2019/2022, CMake, and the Vulkan SDK.
As listed on the Asset Store.