Hello!
Does GPU Instancing work correctly with sprites atlases using URP?
I’m use shader example from tutorial:
If generate sprites atlas for all sprites in scene I got a error in frame debug:
“Rendering different meshes or submeshes with GPU instancing”
Thanks
It doesn’t work because each sprite has it’s own mesh.
Thanks for your answer!
So, if I want to use GPU instancing I need to disable sprite atlases generation and use all sprites separately?
Trying to use GPU instancing with shader from tutorial above. It works unless I call SetPropertyBlock. After that draw calls count increasing. Is GPU instancing works correctly with sprites?