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Update CommandBuffers on each update of OutlineEffect and OutlineBehaviour #2

@abogarsukov

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@abogarsukov

I think checking if anything is changed before updating the command buffer is bad for the following reasons:

  • It adds complexity to the codebase. This is not a big problem on its own though.
  • Unity post-processing stack rebuilds its command buffer on each frame anyway. So change tracking becomes an overhead in this scenario.
  • It is hard to know when objects with outlines become active/inactive without polling their state each frame (the only workaround I see is adding a special components to watch object states).
  • It's not always clear when to call AcceptChanges on layer collection if is is used by several effects.
  • Rebuilding a command buffer seems to be relatively cheap operation.

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