every time you change the shader in a single material and assign a texture, unity saves and remembers that properties/textures, even though you might not need it ever again. In general that's not bad and allows fast switches between shaders to test different looks. I have more than 200 materials, with a lot of trash properties saved in them and my problem is, one of my textures is causing a problem.
Now i want to completely clean up my materials and eliminate all properties which are not used right now. I could find all mats in which the problem-texture is used, but even then I have to clean them up by hand via the debug view in the inspector -.-
Is there another or easier way?
Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.
The best place to ask and answer questions about development with Unity.
To help users navigate the site we have posted a site navigation guide.
If you are a new user to Unity Answers, check out our FAQ for more information.
Make sure to check out our Knowledge Base for commonly asked Unity questions.
If you are a moderator, see our Moderator Guidelines page.
We are making improvements to UA, see the list of changes.
Answers and Comments
12 People are following this question.
Soft edge shader - Issues when objects using same material overlap
How to change a value in custom shader through script, C#
Why Instantianting material does not copy all properties
Mesh Clipping / Cross Sections
Textures not showing up