Hi
At the moment I’m trying to optimize a prototype of mine. In it I have a car that consists of multiple meshes (for animation purposes), which all come with their separate materials (as I might want to give players a way to “upgrade” their cars parts, so the meshes need to be swappable).
Now I have a mesh with about 12 parts, each having its own material. When all the lighting and shadows are applied though this number increases quite a bit, so to optimize performance, I would like to be able to reduce the amount of draw calls by combining all the materials into kind of a “dynamic texture atlas” at runtime.
Is there any possibility to do that in unity with scripting?
Thanks in advance for any help
Regards
gian-Reto