So? I don’t really care/mind about how many blend passes it takes. I mean for example Unreal already does one draw call per every material slot on a mesh. That’s like saying it’s impossible to have meshes with multiple materials on GPU because you can’t do multiple materials in a single draw call. It may not need to be so efficient that it happens on the GPU shader level under the hood, that’s not the priority here. Priority is just acceptable workflow from user experience standpoint.