How many individual textures can you supply to an HDRP Lit shader made with Shader Graph?
And I am explicitly excluding texture arrays.
My game world is made of 72 tiles.
I use a lookup texture to handle game logic and some shading. One of the values it looks for is water, which is a large part of the game world. Since the entire texture is black (in the case of water) and has no game logic value, to save gigabytes of (V)RAM, I can split up the game world further and further to omit as many purely black textures as possible.
I can do that with textures easily (programatically), but splitting up meshes is not as trivial and it would increase the draw calls dramatically, aswell as reducing the amount of saved (V)RAM, since it would introduce new (duplicated) edges.
As an absolute minimum I need to be able to supply up to 64 textures to a shader, or think about splitting up meshes.
Additionally, if anybody has a different optimization approch, I’m all yours.