Render Two texture IOS not using Blend

I am in confusion, like i have Game environment as 2D , with two or more textures(max 7) to be rendered one by one above of the each other, but every texture to be in same quality as like original texture quality there should not be any decay or Blend.
So here is the problem, i have to go with custom shaders or with scripting.
My targeted platform is IOS and Android devices. In this user may be selecting the textures randomly and to rendered in every frames, if textures are changed. So it should not affect the performance as well.

Thanks in advance.

For a dress-up app, I’d use one plane for each type of clothing…one for the shirt, one for coat, one for a pair of sox, one for a pair of shoes… You can change out the textures dynamically, so if you wanted several different types of shoes, you would change the texture for the plane to that pair. Your one potential issue is with this solution is draw calls. If the number of dress items visible at once is lage, you might have a performance issue.

One solution to the draw call issue is to invest in an interface package like EZGUI or NGUI. We use EZGUI. These packages make it easy to create a texture atlas out of all your images which means that instead of a separate draw call for each image, you will have a single draw call for all of your images. In EZGUI you can also use the PackedSprite class to store all the images for one type of clothing and just chose the frame to show at runtime.