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Deferred Shading
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unity.com
DrawProcedural examples for deferred shading?
I am trying to render an enormous amount of movable meshes, and I figured the most optimized way of doing this would be to: Process all the mesh data and send it to a shader via StructuredBuffers Do a Graphics.DrawProcedural of all vertices using that material/shader On update, simply update the StructuredBuffer containing the transform ...
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