You should probably use forward shading. If you input variables are static then shader compiler can get rid of all the math is not needed or is constant. In deferred this is not as beneficial because most of the math is deferred to later passes.
You should probably use forward shading. If you input variables are static then shader compiler can get rid of all the math is not needed or is constant. In deferred this is not as beneficial because most of the math is deferred to later passes.