I found it has many unnecessary draw calls when outline camera render. And if submeshes use different material with different texture, it causes some mistakes, especially when you use mesh to render atlas, like spine object.
It's wierd to render SharedMaterials.Length * (sharedMesh.subMeshCount - 1) times in OutlineEffect's OnPreRender(). I can't get why. So I change the render times to correspond to outline.SharedMaterials.Length
Everything works fine. Is this a bug or there's some consideration in it ?
I found it has many unnecessary draw calls when outline camera render. And if submeshes use different material with different texture, it causes some mistakes, especially when you use mesh to render atlas, like spine object.
It's wierd to render SharedMaterials.Length * (sharedMesh.subMeshCount - 1) times in OutlineEffect's OnPreRender(). I can't get why. So I change the render times to correspond to outline.SharedMaterials.Length Everything works fine. Is this a bug or there's some consideration in it ?