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Texture Atlas applied to existing mesh?

Discussion in 'Editor & General Support' started by DevMerlin, Aug 16, 2016.

  1. DevMerlin

    DevMerlin

    Joined:
    Dec 21, 2011
    Posts:
    96
    I'm not sure if this is the best forum to ask this in, however I'm not really sure how to actually do this.
    Prior, I have messed with texture atlases on generated meshes. However, now I need to offer a range of colors on a existing cylinder mesh. I tried to use random color generation, but that caused the draw count to skyrocket.

    What would be the best way to use an existing mesh with a texture atlas? My goal is to create something like this:
    0c22bf06986271075b360b9e95c65899.png
    However, without using 'color' - which is how the various colors there were generated.