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Question by KazooCar69 · May 06 at 12:00 AM · materialsmodelsuv mappingtexture atlas

What's the most logical and efficient way to handle color variations for a single model?

Let's say I have a set of building models. They all use a single material that they share that pulls UVs from a texture atlas palette in order to batch them all together.

This is well and good, but what happens if I want Building_A to have a color variation, without affecting other models?

Do I use a second material that pulls from a different texture atlas? Do I use a second model with different UVs and keep the single material? Do I use a different UV channel?

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Answer by Dag-Tholander · May 06 at 06:48 AM

I would advice on using the same material. Does the building texture atlas contain the texture for multiple buildings? in that case you could simply use different UVs. If not then you could perhaps have a shader that varies the color based on some input such as position or vertex color.

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avatar image KazooCar69 · May 06 at 03:58 PM 0
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If we use a different UV channel for another color variation on the same material, how does that material know what UV channel to read from? If we had a script telling the shader what UV channel to read, won't that change the base material for every model using it, and then we would have to instantiate the material anyways?

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