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.
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.
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 <= 900, then the the drawcalls for the two meshes will be batched and provide a performance improvement over two meshes with two separate materials.
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.
Check the doc here:
Here’s the good answer about reducing draw calls: