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Description
This is just a suggestion.
The following line uses Graphics to draw.
NSprites/Rendering/Common/RenderArchetype.cs
Line 576 in abf1821
| Graphics.DrawMeshInstancedProcedural(_mesh, 0, Material, _bounds, _entityCount, _materialPropertyBlock); |
This would result in unexpected drawing order when drawing in a sophisticated environment such as having multiple cameras.
Would it be better to use a command buffer to perform the draw operation and add it to necessary pipeline?
One could also add it back to Graphics when desired
https://docs.unity3d.com/ScriptReference/Graphics.ExecuteCommandBuffer.html
or add to specific desired camera
https://docs.unity3d.com/ScriptReference/Camera.AddCommandBuffer.html
This would provide support for hybrid rendering
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