Quant3D Posted August 1, 2017 Share Posted August 1, 2017 My understanding is that every instance of a material requires a separate draw call. In a scene with many similar meshes, it would be nice to have them share one material but have basic differentiation by color or transparency. Is this possible without creating many materials or looping over lots of vertex data? In other words, does the standard material shader allow for color as an attribute that can be set per mesh? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 1, 2017 Share Posted August 1, 2017 Hello, nope as all information regarding rendering are handled by the material (and its shader). Just so you know: even if you have only one material shared by multiple meshes, there is still one draw call per mesh. Only way to reduce draw calls is to use instances (which are also constrained to strictly use the same material) Quote Link to comment Share on other sites More sharing options...
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