Hi everyone
I was wondering as the title says will the new shader support tiling withing an atlas so i can get the benefit of batching? Im using the unity 5 physical based shader and man does it look awesome i hope i can tile with atlases
I don’t see why you wouldn’t be able to. An atlas is really just a texture, so as long as you are making the atlas yourself and the models are properly uv’d for it, Unity can’t prevent you from using it.
That’s not “tiling”, strictly speaking. I suspect what OP is asking: Say you have a big flat brick wall, and you want its textures to be part of an atlas. Using UV’s to tile it - which is possible - you have to make every single “tile” its own quad (pair of triangles) on the mesh, and that can add up to a LOT of unnecessary polygons if it’s something like a big flat brick wall. In contrast, if the brick image weren’t part of an atlas, you can set the UV on one side to 0 and on the other side to 5000 and have 5000 bricks on the thing, for the exact same performance as 1 big brick. This is not possible on a tiled atlas.
To more directly answer OP’s question, there is no change in this behavior compared to other shaders or to previous Unity versions. If you’re able to tile it using UV’s as jRocket suggested, great (and this is already possible). If that’s not reasonable in your use case, then it’s not possible (the same as pre-5.0).