Right now, the UI I'm working on has a very "clean" design: Most of it is just text and coloured boxes. Right now we're just using UISlicedSprites with a plain white texture, and tinting them to the colours we want. It works fine, but I'm just wondering whether it would be worth me trying to write a custom widget that's nothing more than a coloured rectangle. We'd save a little bit of texture memory, but is it worth it? Do panels rely so much on having a single texture atlas and a set shader that trying to draw some widgets that didn't have a texture would be slower than just drawing tinted sprites? I don't really understand the inner workings of NGUI or Unity, so I'm curious.