Hi, I’m working on a GearVR game. In my scene the drawcalls don’t go over ~30, the triangle count is bellow 100k in any view (using multi view so it’s not 2x100k)
The problem is the framerate, it goes from 60 to 25 fps (around 30 most of the time).
The scene is made of lowpoly fbx meshes, all using the same default lit material, fully rough with only a single texture connected to the base color node. Because I need a very basic night/day cycle, the only light is a movable sunlight with shadows unchecked (I only need the dynamic shading). No postprocess, HDR off, etc.
So I tryied using “unlit” shading on this material and the framerate never goes bellow 60fps, which is good but makes everything looks flat and totaly break all the 3D effect and the possibility of night/day cycle.
Is there a compromise between this two options? Like using default lit without unnecessary fancy effects (My render style is lowpoly/cartoon) or unlit with fake shading calculated on sunlight intensity/rotation giving some depth to the scene?