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Question by mentalbreakdance · Nov 13, 2012 at 08:44 AM · materialrendererinstancedraw callscombinechildren

Is it possible to change the colour of game objects without increasing the number of draw calls?

As an experiment, I have a simple game object instantiated a few hundred times, and I'm trying to set the colour of each instance separately in code.

I understand that when I modify the material on an instance (i.e. renderer.material.color), the number of draw calls increases, since it effectively becomes a new material (is that right?). Interestingly this happens even when renderer.material is accessed, not modified.

Out of curiosity, is there a way to set the colour of an object without increasing the number of draw calls? Only thing I can think of is using particles instead of individual game objects, but I'm wondering if it's the only option. The plan is to animate them so I can't use the CombineChildren script..

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Answer by Kryptos · Nov 13, 2012 at 09:22 AM

Yes. There is a way. You can set the vertex colors. Your texture should be a white texture and the shader used for your material should read/use the vertex colors (most particle shaders do).

This way you can choose a different color for each object while keeping the same material, thus preventing additional draw calls.

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avatar image Fattie · Nov 13, 2012 at 09:32 AM 0
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i thought that was only for the particle shader?

what's another shader that can be used here?

avatar image mentalbreakdance · Nov 13, 2012 at 10:00 AM 0
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That seemed to do the trick! I've only just started to play with shaders, so writing my own to test this further should be a fun task - think I'll start here:

http://answers.unity3d.com/questions/189584/how-to-get-vertex-color-in-a-cg-shader.html

Thanks both of you for your help!

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