GPU Instancing In Contradiction With Occlusion Culling and Light Baking?
Hey guys
Sorry for the long post. I have a couple of questions regarding GPU instancing, occlusion culling, LOD, and lightmapping.
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1) SInce you need to mark your objects as static to be included in occlusion culling and at the same time Unity doesn't allow to mark the material on your objects as GPU instanced, does it mean that GPU instancing and occlusion culling are in contradiction with each other and I cannot use them simultaneously?
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2) Since you need to have a bunch of your gameobjects sharing the same mesh and material to be batched in GPU instancing, does it mean that using LOD will disrupt this batching? Because in every LOD slot you need to assign a different mesh of the same object with lower tris and detail.
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3) Same with lightmapping. If I mark some of my gameobjects as static so they can be included in light baking process, does it mean that I no longer can mark their material as GPU instanced? Because as you know, static batching overwrites GPU instancing.
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Thank you in advance and hope to receive some awesome answers.