Yea I don’t understand how it is efficient either. I feel like I’m missing something in this pipeline but can’t find out what it is. For my example. I want all characters I work on to be able to have a “flash” effect when hit. I have it setup so that a material does that. But to my understanding you can’t really just add a material to an object at runtime and blend it with the others.
Many tutorials point in the direction of a master material on all characters that would allow this. But I don’t want to have to remember to drag and drop materials to a newly created MI of a master material every time I import a character. Would be great if on import a new MI could be created and slot in the new textures from the mesh or something…Or if I could just have a material that I can add at runtime to blend the result of the other materials with?
I’ll admit I don’t have a great understanding of this system, but this feels like one of the simplest and fairly common scenarios and the solution seems pretty underbaked and not super object oriented.