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I Use a vertex shader that manipulates the object to create a animation. The system is depended on the models local coordinates to work properly. Unity batches all the instances of this model together and the animation fails. Is there a way to: a. Disable Dynamic batching on a per shader basis. b. Get the object root location as a uv coordinate within a batched group ?
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A. No. B. Unity won't provide it, but you can come up with your own solution. Obviously, the more vertex attributes you need, the uglier the solution will have to be.
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