I finally found some time to port one of my full SWF 3D website made in 2011 into new web standards. The result is interesting because it run on mobile and it was not the case back in 2011. The website is not completed here, I’m too lazy to do it twice. I just need to build
UPDATE 20-03-2017 I made a better definition video about my last GPU experiment. At this state, this point sprite particle systems receive light from Unity 5.5 pipeline and it is now full integrated with forward rendering.
Have you ever tried to instantiate thousands of animated skinned meshes in a Unity Scene? Even with GPU Skinning enabled (quite obscure feature in Unity) and baked skinned meshes (thanks to MeshBaker but it does not support many skin animations), the Animation Class on every instance is consuming all your CPU resources.