Using standard shader is in most cases not very good imo, generally using classic Albedo etc full stack is not very efficient but for a hero asset can make sense of course. For something like this that dosn't make much sense. You want to use a shader which has tiling support and then use maps which don't rely on resolution…
it's a big question because you are asking what is best for a project but nobody knows the project, and all the missing context of the project will matter. usually hero asset means it gets its own resources, that's what makes it special. probably help people better understand the question to show images of the assets in…
@@Fabi_G, thanks for joining and sharing your thoughts! We have a partial benchmark from a previous project, but for this project PC VR is possible - which changes everything. The assets is based on a real product and has exact measurements. Previously I used 2 Map Channels, one for repeatable textures and one for…
Hi everyone, Thank you for taking the time to read my post. I am not convinced with the recommendations of the Unity developers I am working with, that's why I am asking you all for some assistance and guidance. Although I do realise, if I implement a hybrid atlas technique using 4 Map Channels, they will have much work…