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batch MeshRenderers with same material but different alphas
I have lots of MeshRenderers, all with the same sharedMaterial, so they can be batched and massively reduce the batches ("draw calls").
However each MeshRenderer needs to be faded in and out using with its Material alpha value independently of the others. Changing the Material alpha value seems to mean it can no longer be the same single shared material any more. Is this correct?
Is there any way around this? Any other way to set the alpha of a GameObject?
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