Can anyone explain to me, in general, what things inside the material editor cost only compile time and what things are actually going to cost me run-time performance (frame rate)
Specifically,
I am making a material for landscapes but this game is for the oculus rift so run time performance is extremely important.
I really like the functionality of layered materials, but I read that they are very expensive at run time because all textures are rendered before being blended. (this is explained at the bottom of the link below)
Is a material only considered “Layered” if you use the actual MatLayerBlend functions within the editor ? does copying the nodes from two materials into a single material and lerping between them have the same performance issues?
And finally, do landscape layers share the same performance problems ?