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Many Standard color materials or Atlas?

Discussion in 'General Graphics' started by FlorianBernard, Jan 29, 2017.

  1. FlorianBernard

    FlorianBernard

    Joined:
    Jun 9, 2015
    Posts:
    108
    Hi all,

    Working on a Gear VR game, I'm trying to optimize performances. Basically, I bought some 3d assets, and when I import them as OBJs, each are made of many (8 to 15) Standard color only materials.

    Would it be faster to use an atlas, of let's say 16x16, using 1 pixel per color, and reassign all those new materials to my objects?

    I'd rather have a feedback from the community before trying that solution, because it would be quite time consuming.

    Thanks!
     

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  2. bgolus

    bgolus

    Joined:
    Dec 7, 2012
    Posts:
    9,178
    You're better off using vertex colors. You can probably write an editor script to convert the meshes, otherwise there are some assets on the store that can do this for you. There's also a standard shader that supports vertex colors in the shader forum.
     
  3. FlorianBernard

    FlorianBernard

    Joined:
    Jun 9, 2015
    Posts:
    108
  4. bgolus

    bgolus

    Joined:
    Dec 7, 2012
    Posts:
    9,178
  5. FlorianBernard

    FlorianBernard

    Joined:
    Jun 9, 2015
    Posts:
    108
    Thank you so much bgolus. You probably just helped me to discover a whole new world of possibilities :)

    I'll probably buy Metrializer soon and convert all my game objects to vertex colors. I hope to see a big performance increase!

    Take care man!
     
  6. FlorianBernard

    FlorianBernard

    Joined:
    Jun 9, 2015
    Posts:
    108
    Mesh Materializer works like a charm. Thanks again bgolus!
     
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