if i create material now it will be used for all and i want it to be used only for player’s choice, so if they got 1k$ GPU - fine go with modern shaders.
i think you understand what i want and well, then the need is in specific cooker mechanism, runtime or whatever it’s calling.
first shader must be compiled, then put it into the model, then generate texture and save it, then replace shader with texture and disable shader workarounds.
maybe for few levels that uses different lighting textures can be switched and stored separately + change “shaders depth”
So for example if your GPU is not so hot, then you can bake some textures for grass, terrain and houses, but leave shaders for weapons and avatars. then you’ll get more fps.
then maybe in advanced mode you’d be able to change textures with shaders on the fly depending on “shader distance” and FPS range or number of moving objects.
maybe some simple AI can predict when to switch between shaders\textures
if all this can be made, then it will be a real advantage for all.