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How efficient is the Unity Projector implementation?

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I am trying to make a valid comparison of texture projection in general versus another technique I am working on. To make this comparison I was considering implementing my own texture projection algorithm but I might just use Unity's standard asset projector component if there is little or no significant **overhead** to spawning a lot of them. I realize that spawning a lot of projectors is computationally expensive but I want to know how expensive the actual texture projection and disregard the GameObject/Component overhead. - How efficient is the Unity Projector implementation compared to other texture projection implementations? - How much overhead is there from spawning many Projectors (Thousands)? - Is there a way of reusing the same projector multiple times in the same frame, cutting down on GameObject/Component overhead?

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