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Shader complexity strangeness.

I do not understand why, but, for some reason, inputting vertex normal ws into your material’s normal slot, and setting material to use worldspace normals will decrease your shader cost by 7 instructions, combine this with fully rough and your material is only 11 instructions heavier than unlit (On deffered). Useful hack for mobile possibly?

internally the normals get converted to world space so if you output them as world space you skip that conversion and save up that bit. of course this becomes useless if you use a normalmap or any other tangent space calculations that force you to transform them to worldspace before outputting them