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Using vertex colour data to lerp between sets of textures?

Hi, i have a simple question. I am using vertex colour data in a mesh to lerp between sets of textures which i think will reduce the amount of material used by a static mesh and will help to improve performance of the game. For instance, i have a building which used to have 5 texture slots, one for window, one for wall etc. My new method includes making of single material which has all the textures needed and i lerp between them using the vertex colour data in the mesh as alpha, for example i paint the windows as red vertex colour and then i lerp the window texture with the alpha of red vertex colour in vertex colour node. So, is this an effective way to optimise my mobile game or using too many textures in a material causes problems? as in 4.18, i can only use 14 textures in one material and using more than that gives me a SM5 error.


Product Version: UE 4.18
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asked Jul 03 '18 at 06:00 PM in Rendering

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