Developer Blog – Texture Atlasing.

As described previously, if we combine textures that share shaders we can reduce the number of materials. If we reduce the number of materials, we increase the number of meshes eligible for Static Batching . More Batching means less set pass calls. Less set pass calls means greater performance. So, according to the law of

Developer Blog – Static Batching

Imagine having to write a paper on a subject you are familiar with. Compare that with writing a paper on a subject that you know nothing about. Which is the most pleasant experience of the two? Which will take longer? Most likely it will take longer to write a paper on a subject that you