Draw Call Efficiency

Hello,

I have some doubts as how to approach texturing a plant in order to make it as efficient as I possibly can. It’s made out of a stalk and some large leaves, each individually animated. I want the textures to be variable from plant to plant, so that I can have one with, say, four green leaves and three yellow leaves, etc, and be able to change that from plant to plant. Should I approach this by:

1- Creating two different materials in unity with each leaf variant and assign them to different leaves as I go

2- Combining the leaves in my modeling software, remapping some leaves’ UV shells, and then creating two textures with two leaves each (for example, one with the yellow leaf over some UVs and the green leaf over the other set of UVs).

3- Some other, better way.

Or, is it all the same, as long as I keep to a small number of materials?

Thanks

Look up texture atlases. One texture, one material, multiple sub-images.