We’re working on an application that requires us to render many cameras looking into the scene. This isn’t something game engines are typically optimized to do and Unity is no different–it has some very useful optimizations for VR cameras specifically but they’re not available for arbitrary cameras.
One problem in particular is that every camera draws its own shadow pass. We’re drawing a lot of dense geometry so the shadow pass itself is quite expensive. In our case the extra cameras are close enough together that we could probably get away with using the same shadowmaps as the main camera.
Without completely writing our own rendering pipeline from scratch–which I’d personally find fascinating but don’t really have time for–is there any way to do this?