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I know that unity can batch UI Image with same metrail. So I want to make a Textrue atlas to do , But my texture size is too big ( over 2048x2048 ) it over the limit on mobile. So I can't combine to one texture for batch.

Can I use multi texture at one matrail ? Or how can I do ?

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Here in my game all tile will over each other , So need set one materil for keep drawcall.

TimChang
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  • Can you please upload a screenshot of what you are trying to do? That would really help better understand your problem. – Ron Apr 09 '20 at 20:11
  • @Ron https://stackoverflow.com/questions/40562303/draw-texture2d-atlas-inside-texture-array Here I found somebody have same problem like me . I want to build a map and one atlas size is not enough. So maybe using texture array. – TimChang Apr 10 '20 at 01:25
  • @Ron I update my problem :) – TimChang Apr 10 '20 at 01:36

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AFAIK you can't do that. I would recommend going around the problem, and make sure that you really need such a large texture.

I'm a game developer in the mobile space for over 11 years, with games that reached 100m+ downloads; and I've never had to have a UI atlas larger than 2048x2048.

And in the worst case, simply use two atlases of up to 2048x2048, it's only 1 more draw call.

Ron
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  • In my case , I want to make a map by tile , So it have a lot of difference tile and those tile over each other , if it not use same matreal It will let batch break. Now I trying use GPU Instancing with Tex2dArray Shader to batch :) – TimChang Apr 09 '20 at 03:31
  • what about breaking apart your tiles to atomic components and assemble them by hand? This way you can have a lot of stuff in a single atlas – Ron Apr 09 '20 at 09:43
  • This seems to me like premature optimization - did you try building it with the sub-optimal batching and see how it runs? Today even mid-tier devices can support quite a lot of draw calls. – Ron Apr 10 '20 at 08:49