Substance Texture Atlas

I am considering using Substance Designer in my workflow, but am concerned about performance on mobile platforms.

I would like to benefit from Dynamic Batching as described in “Optimizing Graphics Performance.”

Does Unity use texture atlasing for Substance material generated textures? There are two separate scenarios for this:

  1. For platforms where runtime generation of Substance materials is supported.
  2. For mobile platforms in which runtime generation of Substance materials is not supported

If not, do any tools make atlasing Substance materials convenient?

Thanks!

There are probably some plugins or script that would allow this on the asset sore, but I’m almost certain these would need to bake substances as bitmaps first.

Whenever the substances are baked (run-time or build-time), it would be wonderful if they were baked to a single sprite sheet so draw calls are reduced. This seems even more important for run-time since you don’t have any power to atlas them at this point.

I have seen tools such as TexturePacker for creating texture atlases, but using this would require you to bake, then change your material in the project to the atlas (and add the UV lookup component). So tweaking the Substance in Unity again would require changing the material back to the Substance- a bit of a workflow pain. Perhaps I’m being lazy, but it would be a lot cooler if this were done automatically.