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Batching sprites that need different render settings

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I am rendering sprites in 2D and am finding a lot of difficulties in batching them together.

 

Texture switches can be avoided by texture atlasing (at the cost of figuring out potential bleed/mip map issues), but as I add more complex effects, there are shader switches (sometimes with different vertex layouts/data), and notably a lot of switches between alpha and additive blending (since alpha-A, additive-B, alpha-C is a different result to say alpha-A, alpha-C, additive-B).

 

I know in 2D I could probably avoid some of these issues by moving things to common layers, e.g. all …


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