Question: Should i start writing UI-scaling-functions for the SpriteRenderer or will the Unity-UI get an update to support non-quad geometry at some point in the future? Background: I want to use big circles as analog-pad indicators. Obviously this causes overdraw because the UI-System creates only quads (i can see the fps drop on the device while those circle images are active). The solution would be to have a mesh-geometry similar to the SpriteRenderer, that cuts out most transparent areas. You can actually use a SpriteRenderer in the UI but there are some restrictions: SpriteRenderer will not be visible in ScreenSpace-Overlay mode, you need to use ScreenSpace-Camera SpriteRenderer completely ignores the RectTransform except for centering in it, so scaling has to be done by yourself, but that can easily be done with some functions At least one additional Drawcall if i use both normal GUI-Image and SpriteRenderers within the UI - but that is much less of a performance hit than the fillrate Picture: left circle: UI-Image, right circle: SpriteRenderer left side: Shaded Wirframe, right side: Overdraw Thank you for reading up to this point.