I had to atlas a bunch of stuff anyway for the performance..AND HOLLY HECK DOES IT PERFROM!
Check these stats out…
This scene first not combined and then combined.
Stats not combined… 500+ draw calls…
With the press of the combine (Which I will have a realtime mode for me also….
9 I REPEAT 9 DRAW CALLS AND IN REALITY IT IS 1
The rest are unity items rendering…. Freaking indredible..
The code takes the heiarchy it is on and then takes all the children meshes and their materials. It then atlases the UVS and then the color texture. Then it copies and sizes all the other textures (Specular, Height, Occlusion, Normal, Emissive, etc) into the locations to match the color map which the UVs are tied to. Wow… I need to clean this up and offer it to others so hopefully I can recoup some of the billions I have spent in the asset store lol…
Pretty cool! I would have bought this in a heart beat to save all the time….
Time to optimize!
So far optimized from 11 seconds compress to 0.9 second compress.. Not bad..