Hi Txesmi,

When a shader uses 4 entity skin textures within the model, that means the shader/engine does 4 passes or 4 calls to the images? More calls/passes mean more rendering time correct?

Is there a way, outside of making multiple shaders, to not have to dip into the normal mapping part of the shader, or perform the specular calculations? What if I wanted a tree to have just the specular part, withtout the cubic envionrment mapping? Should I just make a new material?