I'm using 3 'types' of UBOs in my application: per-scene camera parameters, per-material parameters and per-object transform parameters.
I've used glUniformBlockBinding to assign the camera parameters to binding point 1, and the per-object parameters to binding point 2 - these are shared 'global' UBOs.
Each material needs it's own UBO to store the material parameters. Should I be using successive binding points for each material UBO - 3, 4, 5 etc?