So in Frame we are looking to convert out environments into as many thin instances as possible instead of normal instances.
The problem I am running into though are the artifacts on the “reflected” instances.
I am working off this solution which explains more of the mesh setup and what was done to the matrices.
Kind of drawing blanks on what to do, or if the lightmaps would actually be supported. I’m guessing I need to have some sort of buffer attached to the thin instances to dictate if the lightmap is flipped or not?
Yeah it works with instances, but the concept here is to automatically convert them to thin instances which we have working. Buuuuuut when the scaling determinate is flipped it looks like it breaks the UV, which since they are thin instances I cant really do much about that other then perhaps create a custom shader that looks at the scaling determinate and flips the UV then?
If you look at where we ended up here, I just basically need to get this to work with lightmaps as well.