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Question by badescuga9 · Aug 28, 2013 at 07:51 AM · shaderbatchingdrawcalls

draw call batching with tint color

i would like to have a shared material for multiple game objects but would like to also have a tint on some. The problem is that if i change the tint color on one, being a shared material, all game objects have that tint applied. Is there a work-around?

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Answer by badescuga9 · Aug 28, 2013 at 09:13 AM

found a way to do this: vertex mesh coloring: here are the docs:

http://docs.unity3d.com/Documentation/ScriptReference/Mesh-colors.html

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avatar image dorpeleg · Aug 28, 2013 at 10:42 AM 0
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please mark as answered.

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Answer by dorpeleg · Aug 28, 2013 at 08:07 AM

Nope.

If you want all the tinted ones to be tinted the same color, make 2 materials, one tinted, one not.

That way, batching will work and give you 2 draw calls instead of more if you would change the material (not shard) of each object.

If you want to tint each to a different color, then I think you are out of luck.

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avatar image badescuga9 · Aug 28, 2013 at 09:03 AM 1
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found a way to do this without breaking batching: vertex coloring on the mesh

avatar image dorpeleg · Aug 28, 2013 at 09:08 AM 0
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Good thinking!

Always great to learn more +1 :)

If you solved your issue, please close the question (you can also post an answer to your own question and mark it as answered if you want)

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