Just getting around to optimising my materials and wanted to know about the “Sampler Source” property in a texture sample, and can’t find any documentation about it.
I understand this can reduce texture samplers so is good for landscape when you run into the limit easily, but what about just using it in a regular material (where you are not necessarily hitting limits, you just want to reduce samplers to help the GPU)?
How does it work exactly? I’ve seen an Epic staffer on answerhub say “you can visualize it as kind of (sort of) creating a texture atlas in the background”, but is that actually what it’s doing? Does that mean it will create duplicate texture data if you use a “shared” sampler source on the same texture in multiple materials?
I guess what I’d like to know is: is there any good reason NOT to use “shared: wrap” all the time, as long as you don’t need to manipulate UVs on the sample and you’re ok with it using “world” filtering?
(This has implications for master material setup, so would be a good thing to know about from the get-go!)