Hi, my name is Fabian and i’m working on VR for mobile projects (Gear VR) and everythings has to be the most optimized for best performances possible, everythings count.
Actually, we made differents “master” materials depends of what the graphists needs (with tile funtion, with specular, with normal, with emmissive, ect)
Works great, they create instances shaders of the proper master depends the need by using the most optimized version.
But it can be a pain to maintain and i’m looking for a most “toolkit / swissknife” version with “everythings” inside, with the ability to activate / desactivate functions with switches and static bool Param. I really want to work like that, but now is the question…
… when branches are disables, is it as optimize like a simple version of the shader ?
I mean, a very very complex shader with just a 3 vectors color passed to base color (everything else is disable) is as optimized as a simple material with only a color 3 vectors in base color ?