Bake albedo, metallic and smoothness into mesh data and draw a whole flat-shaded scene with a single shared material..Vertex PBR Optimizer folds a scene's materials into one.It reads each object's albedo, metallic and smoothness, writes them into the object's own mesh data, and moves every processed object onto a single shared material. The scene looks the same, but the renderer no longer has to switch material between objects, so they can be batched together.Nothing is destroyed. The original mesh and the original material list are stored on the object, and one button puts them back.WHAT IT DOES- Bake: albedo into the vertex colour, metallic into UV2.x, smoothness into UV2.y- Revert: restores the original mesh and materials and deletes the generated mesh- Combine: merges selected baked objects into one mesh, for objects that move together- One shared material with global tint, metallic and smoothness scales, and optional vertex-alpha emissionMEASURED ON THE INCLUDED DEMO SCENE45 props and a floor across 8 materials become 1 material after baking, and 46 mesh renderers become 1 renderer after combining. The before and after screenshots are the same camera, unedited.WHAT IS INCLUDED- Editor window (Window > Vertex PBR Optimizer)- Two shaders: one for the Built-in pipeline, one for URP 17.3- Demo scene and two prefabs, both with their transform reset- A manual with a table of contents and numbered sectionsHONEST LIMITSTextures cannot fit in a vertex: a textured material is averaged down to a single colour, so this tool is for flat-shaded and low-detail art, typically mobile and hyper-casual. Skinned meshes and normal maps are not supported, and HDRP is not covered by this version.Editor tool. Works in the Unity Editor; no runtime scripts are required in a build.Unity version: 6000.3.21f1 and newerRender pipelines: Built-in and Universal (URP 17.3). HDRP is not supported in this version.Scripts: 3 (one runtime component, two editor scripts)Shaders: 2 (one per supported render pipeline)Demo scene: 1, with 45 props and a floor across 8 materialsPrefabs: 2, both with position 0, rotation 0 and scale 1Documentation: included, with a table of contents and numbered sectionsMeasured on the demo scene: 8 distinct materials become 1; 46 mesh renderers become 1 after combiningWhere the values are stored: albedo in vertex colour RGB, metallic in UV2.x, smoothness in UV2.yReversible: the original mesh and material list are kept on each object and one button restores themNot supported: skinned meshes, normal maps, per-texel texture detail (textures are averaged to a single colour)




