#Help on "flipbook grid atlas" shader
1 messages · Page 1 of 1 (latest)
Wouldn't it be usually more convenient to do this with mesh UVs?
Better for batching too as meshes don't need a unique shader
I thinked about that, but, there is as "cost"
A normal quad have 4 verts. the mesh to be used will have 9 verts
Vertices are quite cheap
How many are you going to have on screen at a time?
a considerable amount. And this will run on a mobile device
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