I am using a RenderTexture to visit a bunch of sprite that are part of a animation node. The purpose of this is to apply a single shader to the render texture once it has visited each texture from the animation.
My problem is currently it is now drawing the animation twice, once for the actual animation node and agian for the render texture. If I try and remove the original animation from its parent or set its visibilty to false, the renderTexure doesn’t capture the new animation frames.
Is there a good way to keep my animation playing while but not increase my draw calls?