Unity Texture atlases for mobile games...Combine regular and alpha'd textures into one atlas or seperate into two atlases? Or put all diffuse texture in one atlas and all alpha info in another atlas?
Sander is right. It's better to separate the two. Objects using alpha transparency will be rendered as a transparent object even though the whole mesh may be using the white portion of the alpha. Overdraw could be an issue depending on your scene complexity.
There are some perf gains to be had by keeping them separate.
maybe try using texture arrays, I have been using them on mobile-VR and they work like a breeze, not to mention they allow you to skip the dreaded atlassing step. you will need amplify shader editor to make custom shaders with array support.
maybe try using texture arrays, I have been using them on mobile-VR and they work like a breeze, not to mention they allow you to skip the dreaded atlassing step. you will need amplify shader editor to make custom shaders with array support.
what do you mean about textura array? a collection of cartoony and well sized texture one by one put together like a texture atlasing? is the same technique as texture atlasing or similar? use photoshop for example to create the collection of these ? thx for the info.
Another issue with mixing RGB and RGBA is that some compression formats sacrifice RGB quality to add the A channel. An RGBA texture will look worse than an RGB texture using PVRTC.
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There are some perf gains to be had by keeping them separate.
you will need amplify shader editor to make custom shaders with array support.