Performance comparision

I’m working on my project. Done with shader but i have 3 methods to apply shader on my object.

  1. A single packed map using vertex color ( large size texture ) => a single material for it
  2. Multiple materials on 1 object
  3. A multiple material layers => 1 material combine all layers

My project is using cel shading ( post processing ) and the heaviest shader right now is the water since i used voronoi node instead of a texture for more controllable. The project is visual novel base using 3D. Basically you run to the trigger. It will play the cut scene like a cartoon or anime until you gain control back.

Question A : which one of the 3 is the lightest.

Question B : for the scale of my project. Which method i should use. Noticed for the cel shading. Most of details like metal or roughness has been chip down. Only highlights left with normal maps. My objective is light performance And less work since i’m working alone

Question C : is there any method left that fit my project that i don’t know about. Please tell me.

Question D : many objects on the field will slow performance ( like unity ) or not. If it is.

Then method :

  1. should split it up character’s house. Make a teleport in front of character room door and teleport it to the scene inside the room also close the scene outside the room ( transitioning between 2 scene will be a loading screen )
  2. Should i packing the whole house in 1 ( this is because the house is open air look outside to the sea )

You don’t have to answer all at once

Nvm