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Question by Gamyo · Aug 06, 2016 at 07:50 PM · shadersscalingbatching

Is it possible to mirror a gameobject in shader ?

Hi,

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 ?

Thanks in advance

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Answer by StupidlySimple · Aug 07, 2016 at 01:12 AM

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.

2|3

0|1

If you flip the coordinate.

3 | 2

1 | 0

You get mirrored image on the horizontal axis.

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avatar image Gamyo · Aug 07, 2016 at 08:53 PM 0
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Well, actually my problem is not about just mirroring the textures.

The thing is that I wanted to mirror the whole gameobject to mirror the animations at the same time (as I said in my first post, this is about right-handed and left-handed characters). For the time being, I was using a scale of (-1;1;1) and reversed UV to keep the textures not reverted (it's a sport game, with logos on the jerseys).But this solution breaks the dynamic batching.

That's why I wanted to scale the gameobject in the shader ins$$anonymous$$d, along with a $$anonymous$$aterialPropertyBlock to pass the scaling matrix to the shader. But I didn't manage to make it work (I don't which exact matrices multiplications I should do to make it work), or if it's even possible.

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