I am currently working on a game where there are right-handed and left-handed characters. For the time being, I scale the character parent (-1;1;1) but it breaks the dynamic batching.
So I was wondering if it was possible to do that in the shader to keep the benefits of the dynamic batching, and if it’s possible, how ?
Yes you can, but all GameObject using that shader will have their texture be mirrored. Shader is not selected. I think you can retain dynamic batching if you flipped the UV coordinate instead.
Say this is your UV coordinate for a quad corresponding to your vertices.