#Help on "flipbook grid atlas" shader

1 messages · Page 1 of 1 (latest)

west ore
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How can replicate this effect using shader graph?
I have used many aproaches, such as using the flipbook node, But it just translate the UVs

stuck quarry
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Better for batching too as meshes don't need a unique shader

west ore
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I thinked about that, but, there is as "cost"

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A normal quad have 4 verts. the mesh to be used will have 9 verts

stuck quarry
west ore
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a considerable amount. And this will run on a mobile device

stuck quarry
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Mobile devices can handle hundreds of thousands of vertices if batched well and low shader complexity
Custom shader logic is likely to increase shader complexity and reduce batching efficiency, but proably not by much either
I'd test the performance cost rather than guess
#1420129680584867982 message
This is very similar to what you need, only you don't need the randomization logic or world space projection, only rotation past specific UV coordinates