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Low Poly texturing, standard shader?

Discussion in 'Editor & General Support' started by IAMBATMAN, Aug 30, 2016.

  1. IAMBATMAN

    IAMBATMAN

    Joined:
    Aug 14, 2015
    Posts:
    272
    Hello, I've heard using materials on each of your objects is performance killing, so I'm unwrapping them in blender and adding a 1x1 colored texture to them in unity. When I drag the texture onto them, it goes into the albedo slot of the standard shader. But isn't that the same thing as having materials on each of your object? except now it has a texture as well? Can you remove the standard shader from an object, and just have a texture?
     
  2. jtsmith1287

    jtsmith1287

    Joined:
    Aug 3, 2014
    Posts:
    787
    The shader is what makes the texture visible. I believe the performance issue isn't having a lot of materials in your scene per se, but rather having a lot of materials per object, thereby creating a lot of materials in the scene. Try to combine as many textures as you can to one materials and use UV mapping to align the texture you need.
     
  3. IAMBATMAN

    IAMBATMAN

    Joined:
    Aug 14, 2015
    Posts:
    272
    Should I add materials in blender or unity?
     
  4. jtsmith1287

    jtsmith1287

    Joined:
    Aug 3, 2014
    Posts:
    787
    It doesn't matter either way. It just matters that you "bundle" as many textures onto one image as possible. I don't know the exact behind the scenes reason for this. It's just advice I was told and I try to stick to it. I admit I blindly follow on this one. If you assign materials in Blender to unwrapped segments of your model it will create a single material, but I believe you can bake out the node based materials for the entire map, which should give you the singular material you're looking for, but I don't use Blender much and I suck at cycles and nodes.
     
    theANMATOR2b likes this.