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_EmissionLM Makes Material Unique?

Discussion in 'Shaders' started by QuantumTheory, Feb 15, 2013.

  1. QuantumTheory

    QuantumTheory

    Joined:
    Jan 19, 2012
    Posts:
    1,081
    Two materials that are identical but have different _EmissionLM values do not get batched at runtime in Unity Pro. I understand the nature of unique materials and draw calls, but this float value is for the lightmapper and is inconsequential for runtime. Shouldn't this value be moved to the editor, or as a work-around can it be controlled in a different way (say, vertex alpha)?