You have to add the cost of texture sampling. It's really for the sake of science as imo the difference should be small. https://forum.unity.com/threads/performance-implications-between-vertex-colors-vs-textures.671698/
Vertex color isn't cheap - its 32 bits per vertex and can't be shared as readily as texture information. It really only makes sense if you are applying unique information to sparse geometry or have a fixed limit on texture samplers and have run out. For reference, the vertex color data on a 500 triangle mesh is roughly…
"For reference, the vertex color data on a 500 triangle mesh is roughly equivalent to adding a 64x64 3 channel dxt1 texture" Could you explain the calculation for this estimate ?
Performance wise, having 2 materials on one object is equivalent to have 2 "splitted" objects with 1 material. Usually i only use this for easier maintenance, as editing several objects in a 3d software could be a bit more of work if they're meant to be "welded" Unity can batch together objects with the same material…
Like so ?? Maybe via a shader trick. Using a texture with an marked area (not only one color but color "corection" red / 2.. so there are still some details): and comparing the color to get a "mask" while changing the hie/saturation for this part only (via mix color) like so (here with animated hue/sat) teh coloring…
Looking for some advice on the most efficient way to add a stripe to a building. Constraints I'm working with: Unity URP, mobile platform. Low texture budget, have to keep instructions in a material low. These are the potential options I've come up with so far, and I'm interested in some thoughts/ feedback. -Have two…
with the caveat that a decal is almost always the most expensive option... What you should do is entirely dependent on context Assuming you add a second material to the mesh, if you have 4 of these things on screen you introduce 4 extra draw calls - which is not very many if you have 100 of these things on screen you…