From an array of materials, you can easily generate an image capture plane aligned in a texture atlas format.
When linked with in-game materials, each texture set: Diffuse, Metallic, Roughness, etc. can be baked into individual atlases.
Part of my TechArt Toolbox Collection, a dynamic texture atlas baker!
When you run into drawcalls issues, texture sampling bottlenecks, and memory limitations, you need to create some dynamic solutions. This is a quick demo of how you can dynamically create texture atlases of multiple materials in your scene and bake them down to a single texture set. This can be done in-editor while building your levels or at runtime between level loads.
Example use cases:
- bake down custom texture sets of remote avatars to reduce texture count sampling and drawcalls.
- bake down a level biome's texture set into lower resolutions for mobile platforms.