Vertex color is always faster. Always. But, there are some limitations that you already pointed. What can be a little more expensive, is how you use the vertex color data, for example, alphas. But still faster than textures.
I'm also using vertex color a ton on mobile. It's a huge savings there. But just for customization/masks it can't be beat, using a texture for masks is a waste since you would often need unique non-overlapping UVs (2nd uv channel adds to the vertex count). Also if you're only using one channel of the bitmap, that's a…
just wondering if there's any general rule when it comes to the performance/memory overhead for using vertex colors over a bitmap in materials. there's currently a single 2048 texture that i'm using in a hair material. it contains two 8bit/greyscale channels, one for a painted texture overlay that supplies strand detail,…
thomasp talked about his process some in his sketchbook, some more great examples in there too, inspirational work... http://polycount.com/discussion/83970/sketchbook-thomasp/p1 Greyscale isn't a channel, at least in game art usage. You can store a texture in two channels (grey + alpha) but the graphics card will always…