Point Cache (Point Cache) is a technical term that is extremely important in rendering and optimizing game graphics (technical art). A technology that bakes the surface coordinates (vertex positions and normal lines) data of complex 3D characters and objects as text textures in advance, and generates effects according to the shape within the VFX Graph.
An example in the real world: Instead of measuring the coordinates of a huge maze-like castle wall each time, you can record the coordinates of all the bricks in advance in a "coordinate book (texture)" and immediately insert pins to improve efficiency.
Point Cache is This is a method in which the positions of all points on the surface of a complex sculpture (3D model) are carefully copied in advance into a ``secret coordinate memo pad (cache texture)'' called an image.'' When creating an effect (when particles are generated), instead of calculating and searching for the shape of the sculpture in 3D space (sampling every frame), the GPU directly reads the pixel value by opening this notepad and saying, ``Send a spark at the coordinates (pixel value) written in the 54th column of the 128th line.'' No matter how complex the shape of a dragon or human body is, it is possible to generate countless light particles that stick to the shape with zero load.
Illustration: Infographic that clearly illustrates the basic processing flow and mechanism of Point Cache (Point Cache) in Japanese notation
Detailed mechanism and operating principle
Unity's Point Cache Generator" to bake out the coordinate data (Position/Normal) of the surface of the 3D mesh as a "texture image (asset)" in advance, and then bind it to the VFX Graph sampler to instantly extract the coordinates.