Hi guys,I'm making a modular floor. There are 4 different floor types that should look like this (I use uniform colors for simplicity) Also I've got a texture atlas like this I see 2 ways to implement this, but I cannot understand, what is better 1. Create 4 meshes with different UV offset 2. Create 1 mesh and 4 materials…
You will need to batch the meshes with an asset. It can work very well and all meshes which are batched are only one draw call if within the same material. So using more meshes is not an issue at all, unless your game somehow denies this, but it does even work with new spawned in objects. This batching however needs to be…
Static batching should take care of your floor meshes with different uvs. At least that's what I used in the past - not sure what may have changed over the last 12 months.So make the floor tiles static, enable static batching in the player settings and enjoy reduced draw calls.
Thanks for the reply, rollin! Did you speak something about this? https://docs.unity3d.com/ScriptReference/Mesh.CombineMeshes.html That's a good idea to use instanced material. If I got it right, I need to create a new shader and declare "_TextureOffset" propery. Like it was made here…
No, padding will not improve blending. The filtering happens in the driver / hardware level of the gpu and it doesn't care about your uvs. It's simply not possible as far as I know. Instanced objects are just instanced prefabs and if they use a material capable of instancing they will be batched during rendering as good as…
I have to say I'm interested in this as well. I can share some insight myself though. 4 Materials: - each material is a new draw call and this means you gain very little from doing so 4 Meshes: - each mesh is a new draw call and this means you gain very little from doing so - until you combine all meshes to one big mesh…