I have a question about adding sub materials to the same mesh. I want to use the standard material + extra effect like rim light, instead of recreating a shader with multiple effects my idea is to create several shaders with different effects and add it with standard material. Why?
- In a character selection menu, you use standard material + submaterial rim light to show feedback.
- During gameplay, you remove that submaterials leaving only the standard material.
The other way would be to create a standard material + rim light and use a switch to remove the effect during the gameplay, the problem is that if you have 1000 materials, I would have to reassign textures to create the new material, otherwise I use only one rimlight material that I add extra to the mesh. When doing this, unity creates a warning saying that it is inefficient to do this in the same mesh:
what would be the best way to manage this? Thanks!