So how what would be the best way to have lets say 1000 nodes all with the same geometry buffer, all using the same material, all have different transform matrices, and a different uv2 buffer.
I have a couple ideas I want to try, but figured the greater good might have a better idea then me. Was thinking I might have to make my own shader that has the uv2 buffer just stacked on itself for all the nodes and then have an id and a stride offset for each mesh so I can associate the correct uv2.
Basically we are trying to solve this:
Another thing I was thinking was that the SPS could handle it, or perhaps a extension of thin instances.
Its for a lightmap so I think its like an atlas, are you saying use a custom shader that offset and scales the uv on the vertex the passes that as the uv2 to the fragement? Oooo dude I think you nailed it.
If your uv2 are completely different from one instance to the other you will have to put all the uv2s of all the instances in a texture and use an attribute to indicate the offset in this texture to start reading the uv for each instance.