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Post #2045 186
Optimizing Unity Projects by Removing Additional Cameras

The issue here is not the time it takes to render the actual geometry, but rather the overhead incurred when switching between multiple cameras. Luckily, most cameras can be removed by replacing them with custom render passes.

https://agentlien.github.io/cameras/

#camera #optimization #renderpass
agentlien.github.io Avoiding CPU Overhead in Unity by Replacing Cameras with Renderer Features Replacing additional Unity cameras with custom render passes in Wavetale.
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