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Question by bpears · Dec 29, 2013 at 07:39 AM · shadertexturematerialdrawcalls

2 materials/shaders 1 texture?

What would be performance difference here, compared to 1 material/shader and 1 texture? I am talking about 2 meshes.

So:

2 mesh + 2 material(1 per mesh) + 1 texture = ? DrawCalls.

VS

2 mesh + 1 material + 1 texture = ? DrawCalls.

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Answer by robertbu · Dec 29, 2013 at 08:20 AM

If both meshes have exactly the same material, and you don't make any changes to that material at runtime, and the number of vertex attributes for the mesh is

http://docs.unity3d.com/Documentation/Manual/DrawCallBatching.html

Note often apps use a texture atlas and change the uv coordinates in the mesh. This allows objects to have the same material (and be batched), but to display 'different' textures.

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avatar image bpears · Dec 29, 2013 at 09:03 AM 0
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Would it hurt performance more to swap a texture or a material at runtime? Changing Shader? Thank you

avatar image robertbu · Dec 29, 2013 at 12:04 PM 1
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If you swap the texture or the shader, then you get a unique material instance and you break batching. Any change to the material, and you get a new material instance and the objects will no longer batch.

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Answer by DiligentGear · Dec 29, 2013 at 08:32 AM

Check the doc here: http://docs.unity3d.com/Documentation/Manual/OptimizingGraphicsPerformance.html

Here's the good answer about reducing draw calls: http://answers.unity3d.com/questions/14578/whats-the-best-way-to-reduce-draw-calls.html

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