This topic flies about in my mind for quite while now. But now decided to actually post a question.
I see few topics scattered around, reading changing UV, material, or mesh.
I may have missed something obvious, but so far, my research shows rather old results.
Currently for highlighting entities, I am using
ecb.SetSharedComponent <RenderMesh>
It works well in general, when highlighting and then returning color back to original.
Changing 1000 entities in a frame is not much of a big deal. Yet I don’t feel this is right approach to do highlighting. Also, this method is not as much flexible, as only limited by the predefined render meshes.
Now I would like scale this a bit up, by being able highlighting smoothly well over 1000 entities in a frame, without starting seeing significant spikes across threads. Is not something I want to do every frame. But just like selecting blocks / units.
That leads me to a question, that must be now more optimal way, to design highlight system. Either by UV changing for atlas texture, or shader color properties changing form a job.
Some older (2018) topics discusses vertices UV manipulations (by @tertle )
https://discussions.unity.com/t/710490/12
Another 2018 topics shows cool example, but I never had chance to get into much details
And I think there were few more relevant, but unable find atm.
Any thoughts and suggestions?