Hello,
In my project I have shaders such as sometimes a lot of objects are not visible, though are on camera.
I’ve seen in the performance analyzer that the meshes were still rendered counting for a lot of additional useless vertices (almost double).
Since I can accurately predict when they are visible and when they’re not, I think I have to cull the meshes “manually” through script. Is that the right approach?
meshRenderer.active = meshVisible
Did I miss something?