I was wondering if anyone has recommendations regarding the use of the Unity Canvas-based UI system (UGUI) along with the Single Pass Instanced rendering mode for XR applications (?)
My concerns are whether the UI elements will render as Single Pass Instanced or if they are actually just rendered twice - potentially causing performance issues.
As far as I can see on the default UI shader (Unity 2019.4.21 built in shaders for the built in render pipeline), it doesn't appear to support GPU Instancing (correct me if I am wrong). I can of course create my own shader with support for GPU Instancing in accordance with the guidelines here but I don't know if the UI rendering system will actually respect that (?) thinking that there might be a reason why is not implemented in the default UI shader...
And if the UI rendering does indeed not support GPU Instancing, does it then have some other optimized way of rendering that makes up for the lack of GPU Instancing?
I am sorry for these slightly fuzzy questions. I am just trying to figure out which path to take with my project - whether to go the UI (UGUI) way or not.
Best regards, Jakob