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Texture Atlas Duplicating Because Of Material Differences?
I employed the use of texture atlas in my game and gave myself a pat on the back for optimizing my game and following best practices...
But then I read something somewhere about how I was actually duplicating my textures in GPU memory because of the wide range of materials and shaders I was using. My texture atlas contains a wide collection of sprite images, particle images, mesh texture images, decals, GUI images, etc.
And because some materials I use have transparency, others have color tints, etc... that I was not really leveraging the one texture atlas but was, in fact, causing a huge texture memory waste because the same texture atlas was actually loaded multiple times?
Can someone set me straight?
Developing for iOS with Unity5.
Thanks, Manny
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