#Are Material variants batched the same way (by pipeline - URP) as material instances?

1 messages · Page 1 of 1 (latest)

boreal solstice
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Does URP's SRP Batcher treat Material Variants (same parent material, different property, such as base color) the same as runtime material instances (renderer.material.color = ...)?

My question is, when I have a scene with 1000 assets sharing the same material (via instance) and changing a colour for each, will it perform the same as using 1000 assets sharing the same material via material variant?

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That's pretty nasty, I don't understand why I can't make the material an 'instance' in the editor itself like in Unreal

My problem is that I have some Neon material in my scene. This same material is shared with many assets and I want each to emmit different color. I can do that in runtime no problem but I want to bake the lights, Unity doesn't allow me to change the colour per instance in the editor so when I bake the lights they all have the same color

cobalt hinge
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Could confirm by testing it and looking at the SRP batches in the Frame Debugger window

inland wind
boreal solstice
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Oh. It was late and I miss read the message. Both of you, thank you very much!!

boreal solstice
inland wind