Written in collaboration with Andre Sato
The Vertex Animation Texture (VAT) technique, also known as Morphing Animation, consists of baking animations into a texture map for use later in the vertex shader. This technique enables us to keep the mesh completely static on the CPU side (changing the SkinnedMeshRenderer component to MeshRenderer component). And here at Wildlife, we are using this technique in our games.
If you are a Tennis Clash player, you probably have seen the crowds moving when you score. Yep, this is the technique being used. It’s nice, isn’t it? Let’s check how the technique works.