The topic name is self-explaining.
But if not, here are details:
right now, Unity sends mesh UVs as separate texcoords. But it seems to be kinda-ineffecient since texcoord can store a 4D-vector while UVs are only 2D. So, in theory, we can use twice as less mesh attributes if we just pack UV-sets in pairs. This will:
- Allow as send more uv-sets then we currently can (especially important for old mobile platforms which don’t support SM3.0+).
- Since dynamic batching is limited by number of vertex attributes in a mesh (not by total number of attributes’ components), it could handle more vertices in multi-UV-set cases.
So, is there a way to pack mesh UV-sets in couples and send them to graphics cards as 4D texcoords?
So far, I only see “uvN” property of Mesh class, which can take only Vector2. So I can’t even rebuild mesh myself.