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Question by fururu · Nov 11, 2013 at 03:17 PM · shadermaterial

Cutout material in mobile platform

Hi,I have a question about the performance in mobile platform.

my charactor model(over 2000 vertexes) which has a skin mesh has two materials. these materials share same texture, and one is a opaque material for body, then another is a cutout material for hair.

I want to know which can improve performance, one mesh that has two materials(opaque one and cutout one) or one mesh that has only cutout marterial.

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Answer by Jessy · Nov 11, 2013 at 05:09 PM

Minimizing the amount of pixels you need to conditionally discard should be your priority. So, the easy answer is: use two materials. However, I would first question why you are using the same texture for both materials. If you don't need an alpha channel for the opaque areas, don't use an RGBA texture for it, so your textures compress with maximized fidelity.

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avatar image fururu · Nov 11, 2013 at 05:49 PM 0
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thank you for your answer.

i have to use one same texture for two materials, because i've already drawn body and hair texture in one 256*256 pixel image.

you mean i'd better to use RGB texture for opaque material and use RGBA texture for cutout material? i think using two textures shows worse performance than using one same texture...

avatar image Jessy · Nov 11, 2013 at 06:09 PM 0
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I wouldn't let my game look worse because I had the idea that it might improve performance. Profile it; I don't think it will be an issue, especially at that tiny resolution.

avatar image fururu · Nov 12, 2013 at 04:10 PM 1
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I've tried your method.The result is good. Thank you for the thorough explanation.

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