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…
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
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
Yeah, and it bears even more questions, why not a custom larger (not 4B) storage, esp when it can be bound as a separate buffer (with offset+size ofc, since there’s no gfx api which wouldn’t support that). DOTS instancing is already suffering from indirections in cache-unfriendly…
United States Tendances
- 1. Packers 43.7K posts
- 2. Panthers 33.6K posts
- 3. Drake London 6,472 posts
- 4. Colts 32.8K posts
- 5. Falcons 26.8K posts
- 6. Steelers 47.5K posts
- 7. Daniel Jones 7,087 posts
- 8. Bengals 33.3K posts
- 9. FanDuel 37.3K posts
- 10. #KeepPounding 2,625 posts
- 11. Lions 54.1K posts
- 12. Bears 49.6K posts
- 13. Jordan Love 8,005 posts
- 14. Parker Romo 1,659 posts
- 15. Vikings 32.8K posts
- 16. Roman Wilson N/A
- 17. Zac Taylor 1,324 posts
- 18. LaFleur 4,984 posts
- 19. #HereWeGo 5,183 posts
- 20. Green Bay 9,143 posts
Something went wrong.
Something went wrong.