Hey, I’m wondering how Unreal deals with manipulation of textures and its draw calls and mem useage + drive space from there.
Let’s say I have one texture and then manipulate its rgb value in its material network to create new colour variations for e.g 3 characters. So they’re all using the same texture, but the compiled shaders are 3 different ones (each one with those unique rgb tweaks). What am I saving here? Drive space for sure as it’s 1 texture as opposed to 3, but what about memory? Does those 3 compiled shaders take up less memory or did the compile create 3 different textures in memory?