I have three color variations of the same texture: green, blue and red.
Right now I’m using albedo green/blue/red tinting within the shader settings. Seems to be the easiest, most straightforward way to handle it.
Of course, this limits draw call batching. Yet, it seems very wasteful to have to create 3 different tints in photoshop, load it all up in an atlas, insure to get the UV mappings correct, etc vs the shader albedo method above.
What’s the current take of the community on this conundrum?