Any way to keep gl_InstanceID the same?

the only way I can make this look up buffer work is if on line 37 the instances are always active.

instance.alwaysSelectAsActiveMesh = true

The problem with this is it kind of defeats the purpose of doing it this way as all the instances being evaluated as true bogs the system.

Im wondering if maybe thin instances might be the ticket because I can stash specific buffer data per instance I believe (like a color channel)?

Nevermind, I just needed to grab that data smarter

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