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Question by Cheesy168 · May 15, 2019 at 02:04 PM · shadergpuinstancingoptimisation

How can I create GPU Instanced meshes using Texture2DArrays with different texture indices in the SRP?

I am trying to create a lot of plants that use different stages of growth, which is shown by a different texture in a texture array. There can be hundreds and hundreds of plants. With the shader graph I cannot put the texture index as an instanced variable, so each plant is given a new material when the index is changed, so then they won't be batched and destroys the FPS. I can't use standard shaders because I'm using the HDRP. I cannot find much material on how to create shaders for HDRP. Can anyone tell me how to fix this or point me towards some material so I can code a shader for HDRP? I really need all of these plants to be gpu instanced.

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