I’m building a game of proximity flying, player will fly through the map at around 150kmh as close as possible to ground.
Given 6-10 models of rocks (around 1.000 poly each) that will be repeated many times in the asset,
is it better having a single complex shader with world alligned textures and unique normals and masks
or 10 different light materials with unique base color and normal map and packed roughness - AO - specular?
thanks for your answer in advance guys!