In UE4, I guess usually you'll have a generic "master" material which has basic functionality and standardized texture inputs, and then you'd parameterize it and create a bunch of material instances based on the one master material. For instance, if you had a floor tile material, a wallpaper material and a counter top…
4. I'm use to UE4, so I mean the literal "materials" you create. For example, here are a bunch of materials I made for a Bathroom environment. I will optimize them more but does it matter if I make 10 or 50 of these for a game if there are a lot of different objects?
1. Can Vertex colors be changed at run time? Example, if I have a car during day time and I want the "shadows" on it to change based on which direction it's facing. 2. Are Vertex Colors expensive to use? 3. Are Vertex Colors still used in PS4/XBO production? 4. For large environments, is it normal to have a lot of unique…
The real answer in my opinion is "run a profiler and see if it slows the game down too much." I don't think UE4 should have any trouble running 50 drawcalls and 50 materials, and as DX12 support gets rolled out you should have no trouble with 10,000. Of course if you have a 4k texture on each of those you'll have problems.…
1. You wouldn't do that by changing the vertex color data at runtime, but by creating a custom vertex shader. Typically shadows are computed into texture maps instead of vertex attributes, because vertices are usually too far apart to make the shadow look good. I suppose it could be possible in theory, but it would be like…