Multimeshes have custom data. If possible, I’d like to stretch the limits as far as I possibly can using custom data.
Custom data accepts a Color variant. Each field in a color is 16 bits, making the variant itself able to contain 64 bits.
I have integer data for variables that I would like to pack in here. I can easily do this by reinterpreting the bits of an int as a float, sending them through the color, and then reextracting them in the shader.
The only question is I am not sure if the custom data is compressed or anything. I am relying on the exact bit sequences being passed through. Does anyone know if the data is losslessly passed through or if there’s any data loss?