Many Standard color materials or Atlas?

Hi all,

Working on a Gear VR game, I’m trying to optimize performances. Basically, I bought some 3d assets, and when I import them as OBJs, each are made of many (8 to 15) Standard color only materials.

Would it be faster to use an atlas, of let’s say 16x16, using 1 pixel per color, and reassign all those new materials to my objects?

I’d rather have a feedback from the community before trying that solution, because it would be quite time consuming.

Thanks!

You’re better off using vertex colors. You can probably write an editor script to convert the meshes, otherwise there are some assets on the store that can do this for you. There’s also a standard shader that supports vertex colors in the shader forum.

Thanks for your reply bgolus. Is this what you mean by converting the mesh to vertex colors ?

http://answers.unity3d.com/questions/853882/changing-mesh-vertex-colors-in-editor.html

If not, could you please point me at any asset in the Asset Store?

Something like that, yeah.

Those are the assets I know of, there might be others. Materializer might work better for you of those two.

For your purposes the scripting required wouldn’t be that much. Just iterate over the vertices of a mesh and match up the material used and set the vertex color to the material color.

Thank you so much bgolus. You probably just helped me to discover a whole new world of possibilities :slight_smile:

I’ll probably buy Metrializer soon and convert all my game objects to vertex colors. I hope to see a big performance increase!

Take care man!

Mesh Materializer works like a charm. Thanks again bgolus!