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…
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