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…
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2tys.
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
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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
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