#How do i create a paperdoll in HDRP if i
1 messages · Page 1 of 1 (latest)
It's not a perf nightmare under all circumstances, if you only need an extremely limited set of frame data it isn't nearly as bad as it seems in-editor. No experience with a paperdoll but what rendering passes do you need from the second camera? If it's only a single pass or the like i'd try setting up that second camera with Custom Frame settings and only include what you need for that feature
Be especially careful about profiling the cameras in-editor, it's next to worthless data you will need a build profile
You could also just issue a manual draw for that same mesh in a different location from code if you're at all comfortable with doing manual draw calls
But what about shadows, etc?
It'll propably need some setting up for skinned render though, you'll need access to the mesh data After the skinned mesh has already been rendered in gameview, only then drawing that paperdoll
With a code render you could customize that or even substitute an entirely different shader for it. If this isn't a familiar topic, i would just try the second camera with heavily stripped frame settings first and profile in build to see if its even a problem worth tackling
Okay, i will try a stripped frame settings
Looks good
i did not tried on build yet
but on editor the overhead was really high
With correct settings it's propably not a major impact in a build, you can likely get it down to a few frames of impact if you can strip down most of it