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Huge texture atlas and dynamic batching of particle systems
My VFX artist just sent me a texture of size 1250 × 12750. As far as I know, most mobile platforms support max size of GPU texture of 4096x4096, thus I suspect that large texture will be split in three different textures in GPU, and actually effectively disabling the dynamic batching of the particle systems using different parts of it, no matter they all share the very same material with this huge texture in it.
The texture is imported with max size=8192.
Are those concerns invalid and will those particle systems actually be batched by the Unity engine?
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