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...
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.