October 31, 2019
Custom SRP: Draw Calls
We continue building our custom SRP, this time creating an unlit shader and figuring out how to draw things efficiently. It's covering old ground from the previous SRP series, including a crash-course of writing shaders because some people today have only used the shader graph. But it goes fast and has enough new stuff to keep you on your toes, including the SRP batcher and drawing a thousand meshes at once!
