Hi all,
I am trying to do a path tracing with unity. Problem is don’t know how to access triangles and vertices world position. I know there is a function to transform mesh’s vertices to world position, but I don’t want to use it because I think it is slow, and I think Unity must store geometry in world coordination some where to draw it each frame, so I wonder is there any way to access this info without normally transform all vertices of mesh by hand each frame?
And some of you may say path tracing is slow anyway, but what if I only cast rays on a small part of the screen, and I don’t want to use built in ray cast because I want to cast ray by with my algorithm.
Regards