General material-optimization techniques
One of the ways that we can develop materials that can work on both low- and high-end devices is through the material quality-level system. This recipe discusses the creation of materials with quality settings in mind, allowing us to create one material that can be used on a variety of devices.
Getting ready...
In order to complete this recipe, you will need to have a material that you would like to look different depending on what quality level your game is running on.
How to do it...
To start, let's create a material that will display something:
- Create a Material and name it
M_QualitySettings
. Double-click on it to enter the Material Editor. - From the editor, create a texture sample by holding down the T key and then clicking to the left of the
M_QualitySettings
result node. - With the
Texture Sample
node selected, go to theDetails
tab and set theTexture
property to something that also has a normal map. I used theT_Brick_Cut_Stone_D
texture from the...