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High iteration shader with blitter blocks cpu
Hello, I made a really expensive shading algorithm that works like:
blit expensive shader to render texture
blit rendertexture from step one with a preframe rendertexture to a destination rendertexture.
use this to project it on an object
Now what's weird is that the unity stats say that my CPU-thread is much higher than the Render-thread. I don't find any documentation on how to interprete this.
So I guess its okay to block my CPU and I tried using command buffers. Same thing here, but it doesn't block it inside a script (CPU-thread still high).
Any suggestions if this is optimizable in any way?
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