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Async readback #2
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At one time I tried to use AsyncGPUReadback, but in my example it often caused blinking of mesh renderers. This solution was designed as a independent system that does not interfere with objects (no custom materials for objects etc.). So currently disabling selected mesh renderer component is the only way to disable draw call. Maybe better solutions exists to have a control over Draw Calls in Unity, opinions are welcomed. |
sorry for my late reply. |
private const ShadowCastingMode DEFAULT_SHADOWS = ShadowCastingMode.On;
// ....
meshRenderers[i][j].shadowCastingMode = (i == cellIndex) || (Vector4.Dot(elements[i], elements[i]) > 0.0f) ? DEFAULT_SHADOWS : ShadowCastingMode.ShadowsOnly; I didn't notice any performance issue but disabling the MeshRenderer should be logically faster. |
_Writer.GetData looks pretty expensive. have you tried AsyncGPUReadback?
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