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GPU Instancing causes sprites of same material to be rendered on top of each other, regardless of game object position
Hi guys. I am creating a fast shader for HP bars to avoid Canvas waste. The shader works fine, but when I try to create more than one HP bar when enable GPU instancing on, they are rendered in exactly the same place regardless of the position of their transforms. Things work as expected with the setting off, but I want this to be as performant as possible so I figured I'd get to the bottom of this.
I know they are overlapping because when I make the bars have alpha, they become more opaque as I duplicate them in the scene.
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