Procedural Matrix Atlasing UV System to extremely reduce material draw calls.
Advanced version of the system used for “Garden In!” development.
https://dev.epicgames.com/community/learning/tutorials/e96E/unreal-engine-material-draw-calls-optimization-system-uv-matrix-atlas-id
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This does not look efficient at all. You reduce draw calls yes. But now you sample up to 36 times per pixel from textures. Most of those samples you multiply by zero so they are not in your final result. But the texture still gets sampled and that means a lot of memory bandwidth.