Hello there.
When we use texture atlases, it’s quite recommendable to use either the sprite system or a single shader/material (or few) in order to reduce the draw calls because this way the engine will batch all of the textured shapes using the same texture (atlas) in a single call.
I have some sprites and I would like to ‘colour’ them in different ways, of course it’s always possible to overlay a transparent coloured layer over them, but that’s not a good approach, however, anything else is pretty much guaranteed to be inefficient (won’t ‘batch’) and not straightforward.
So, is there a way to somehow colour a sprite while keeping most stuff in a draw call batch? (of course besides the already mentioned solution to overlay them with a transparent layer)
Any help is appreciated.
The correct term I think would be “tint” instead of colour, anyway…