Alex_J said:now that's hardcore, lol
sounds like something to do if game was going to switch or mobile, but if that is the case, then I am rich and I hire somebody who already knows how to do such things, haha
Well it's a single texture for the entire game. I do have to use material instances for anything that wants something unique beyond the texture. Like for example, I have an EnemiesCommon material instance, and a lot of enemies can just use that, but if I want to tweak the tint or add an overlay or whatever on some enemy, then I derive a material instance for that.zetheros said:I don't know if this method is good or not performance-wise; I'm assuming one gradient texture is more performant though and complex materials less so. Have you thought of assigning material instances to individual mesh components, and just using a colour vector parameter? This will allow you to change colours on the fly, spawn procedural items and so on