I’m using flat colors for most of my meshes, but I need multiple colors per mesh. To achieve that, I separated the UVs of my meshes based on their color and arranged them accordingly in a 0 to 1 UV space (see image).
However, I can’t use a texture since I need to be able to set the colors via parameters in the material. So I have to somehow mask/lerp the colors based on UV coordinates or a control texture of some kind.
Some of the starter content materials, like the chair or lamp, use the R/G/B/A channels of a texture to separate colors. But I need much more than only 4 colors, so this isn’t an option for me.
Does anyone know a good way to set this up? Any ideas would be appreciated!