- Home /
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?
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.
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?
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.
I'm thinking about iPhone, hence the draw call rationing. But good tip about DR.
Your answer
![](https://koobas.hobune.stream/wayback/20220613071932im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
Dynamic batching not working? 0 Answers
2 Textures on a single mesh 1 Answer
can't put texture materials on imported mesh. 1 Answer
3D Procedural Hex UV Map 0 Answers