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Question by robinking · Aug 24, 2010 at 09:04 AM · meshmaterialuvdrawcalls

Does a mesh HAVE to have two UV sets?

I notice in my stats that I have two draw calls for a single mesh covered by a single material. I'm assuming that the second draw call is for UV set 2, but I haven't assigned a second UV set. What if I want to free up that second draw call by only using one UV set?

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Answer by jonas-echterhoff · Aug 24, 2010 at 09:08 AM

A mesh does not need to have a second UV set (and most meshes don't) - but also, a second UV set will not cause a second draw call. How many draw calls you get per mesh is instead dependent on the shader you use, and on the number of pixel lights and shadow casting lights applied on the mesh.

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avatar image robinking · Aug 24, 2010 at 09:29 AM 0
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Ah, interesting - thanks for the clarification. I was using one point light and the shader was a simple diffuse. Does the point light cause the second draw call in this case? Or maybe I could opt for vertex-lit meshes?

avatar image Jessy · Aug 24, 2010 at 10:07 AM 0
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Or you can use deferred rendering in the Unity 3 beta.

avatar image jonas-echterhoff ♦♦ · Aug 24, 2010 at 12:21 PM 0
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Yes, unless you use deferred rendering (Unity 3.0), each point light will cause one additional draw call. Using Vertex Lighting will not do this, but it doesn't look as nice.

avatar image robinking · Aug 24, 2010 at 12:23 PM 0
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I'm thinking about iPhone, hence the draw call rationing. But good tip about DR.

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