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How does Unity handle UV maps with all vertices of face stacked?
I am making a low poly game where the only texture I have is a grid of the colors in the game. I've heard that having as few materials as possible shared between all objects, especially static objects, is good for performance. So I only use one material and have the vertices UV coordinates determine the color. Right now, when UV mapping, I just put all vertices of faces that should have a color to the same point inside that color in the texture color grid. Would that lead to some performance loss? Having all the three points of triangles in the exact same point in UV doesn't make the shader go to an edge case or anything like that, right?
Modeling program: Blender
File format: .FBX
Material type: Standard/Opaque
Answer by FortisVenaliter · Oct 09, 2017 at 07:05 PM
That shouldn't be a problem unless you try to do any unique mapping with those UVs (for example, Lightmapping would require new UVs).
But otherwise, unless it gives you trouble, I wouldn't worry about it.
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