Hi Michael,
I was wondering if its possible to bake a widget into a texture, for using it as UITexture instead.
why? well, I target mobile platforms, so I'm using an allways constrained UIRoot, where I draw some card widget which uses 5 draw calls each (1 drawcall for painting the bg with an atlas, and 4 more drawcalls for the UILabels which renders 4 different unity dynamic fonts faces with keepcrisp=allways and hinted-smooth rendering mode).
I use up to a maximum of 10 of these widget cards simultaneously, each with their own text contents, and each card have to be stacked over the other at different depths, so I add a panel to each and get a total of 50 draw calls just for drawing 10 of these stacked cards at once.
the benefits: I get razor sharp font edges at all resolutions and pixel densities, but performance is not the best (hinted smooth, allways keep crips, 50 drawcalls...)
I don't like the idea of using any method that blurs my fonts, you know the font I use is quite small, but still readable because it's so razo-sharp with the hinted mode and keep crisp options), so I can't consider a blurred font solution.
so, I was hoping to reduce 50 drawcalls to 10 calls if I could "cache" or "bake" each widget into a big texture and display 10 of those as UITexture, after all, once the widget is created, it never changes/resizes nor scales again, I just animate the transform, so UITexture could fit really well!
do you think it is possible? or maybe you know any trick or workaround to reduce the draw calls while keeping the fonts crisp on constrained uiroot ?
thanks for the help!!