Question by
ivangarciafilho · Mar 22, 2019 at 04:50 PM ·
shadermeshmaterialoptimizationinstancing
Same mesh and Material, Different Properties in Editor Mode
Hi, my game rellies on massive object Instancing and most of the artists are "modeling by hand every triangle", and i've already "merged" albedo colors into a single atlas and a common material among them, however, I had to create 16 triangles with different UVs mapping different regions accross the atlas texture and it's impeding me from using GPU Instancing;
How to allow my artists to use the triangle meshes within the Editor and then create the assets without losing the GPU Instancing ? Material Property blocks right within the editor?
We have to use ONLY ONE MESH accross the whole project (The triangle) and ONLY ONE MATERIAL;
instancingrightwithintheeditor.gif
(237.9 kB)
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