I’m trying to use scene.freezeActiveMeshes() for the large performance improvement, but I have noticed the transmission render target which I assume is created behind the scenes is not being update once scene.freezeActiveMeshes(); has been called…
What is the proper way to get this internal render target and add it to my update list? I notice there isn’t much documentation about this and so I want find out if somebody knows before going into the material pipeline to figure this out.