Texture Atlas - Texture Size vs Material Count
Assuming the scene will only use one shader, would it always be more efficient to have a single texture atlas and thus one material? Or is there a point where the texture size gets too big, and it would be more efficient to split it up on to multiple identical materials.
For example, lets say I have eight objects. I can split it up different ways.
2 object UVs on 4 atlases - 4 textures @ 1024x1024 - 4 materials
4 object UVs 2 atlases - 2 textures @ 2048x2048 - 2 materials
8 object UVs on 1 atlas - 1 texture @ 4096x4096 - 1 material
The more objects I add to the game, the bigger that texture will be to fit them all in. At one point does having a big texture on a material outweigh the benefits of using a single material to reduce drawcalls?
lets extrapolate that ratio further to show what I mean
24 object UVs on 1 atlas - 1 texture @12 288 X 12 288 - 1 material
8 object UVs on 3 atlas - 3 textures @ 4096x4096 - 3 materials
If you add up the texture sizes they total the same in both scenarios. Is it always more efficient to have one material, or is there another factor I'm missing that would slow down performance with such a big texture.
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