I am pleased to share a small but valuable Unity feature I have been working on recently. It enables customization of certain visuals for each renderer at no additional CPU performance cost. discussions.unity.com/t/renderer-sha…
1
2
19
1
2K
32bits are quite tiny size tho. Given that cb is bound with 16 bytes it seems like an underfeaturing tbh. People are using DynamicLightmapST for years to pass custom per-object data. So it shouldn’t be a problem to just add more fields into UnityPerDraw
1
0
1
0
60
You're right and DynamicLightmapST was a smart hack. But RSUV is also compatible with GRD (GPU Resident drawer). RSUV+GRD is the real win when you want to customize renderers and keep GPU instanced draw
1
0
0
0
62
United States Tendenze
- 1. Mendoza 29.4K posts
- 2. Indiana 77.7K posts
- 3. Ohio State 44.7K posts
- 4. Curt Cignetti 4,265 posts
- 5. Ryan Day 6,032 posts
- 6. #UFC323 52.5K posts
- 7. Bama 74.6K posts
- 8. #iufb 6,191 posts
- 9. #Big10Championship 1,992 posts
- 10. Sayin 89.9K posts
- 11. Duke 40.6K posts
- 12. Cejudo 9,618 posts
- 13. Buckeyes 9,709 posts
- 14. Fielding 6,968 posts
- 15. Talbott 8,989 posts
- 16. Georgia 78.3K posts
- 17. Gus Johnson 1,624 posts
- 18. #NXTDeadline 35.2K posts
- 19. Hartline 3,282 posts
- 20. Miami 272K posts
Loading...
Something went wrong.
Something went wrong.