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Basically it sync whatever entity component you want with GPU data to perform instanced rendering. As a result all entities with same Material can be rendered with single drawcall.
To use this just add the SpriteFog material to your SpriteRenderer component and add the component SpriteFog to your gameObject. Now just pick the base color and the fog color, you can also add the ...
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Other than the eventual Halo: The Master Chief Collection announcement, there is arguably no greater indication of Microsoft’s third-party ambitions than Gears of War making it to PlayStation – and ...
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