title: How to render evolving heightmap in Unity5?
body: <p>I generate a grayscale heightmap in Unity, and I would like to render it. Similar to a terrain in Unity, but not using the terrain component and with the ability to change very often without too much performance loss.</p>
  
  <p>Currently I generate a grid mesh (in c#) and then alter the vertexes each frame in a script. This, however, is slow, and limits the resolution of my heightmap (Unity only allows meshes up to 65000 vertices).</p>
  
  <p>So I was wondering, is there a better way to render this heightmap?</p>
  
  <p>Notes:</p>
  
  <ul>
  <li>The heightmap is changed almost every frame.</li>
  <li>I use one channel of my texture (currently the red one) to store the height.</li>
  <li>The resolution is a main problem, it should allow 512, 1024 and up.</li>
  <li>I'm working in Unity5 on mac.</li>
  </ul>
  
  <p>Thanks a lot!</p>