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void surf (Input IN, inout...
What I am curious about is wich is faster on gpu/cpu is it:
100x single Lamp posts of 10 triangles per lamps. (1000 triangles total)
I'm trying to find a way to remove the vertex color info on importing mesh for optimisation... Can't find a way to remove that data yet.
Is there a way for unity to delete UV channel or Vertex color info on meshes on import, for example through an editor script running on preprocess?
So technically 4x MSAA should run faster than 2x MSAA (without taking into consideration pixel shader complexity)?