Yesterday, the guy who made "Welcome to the Game" was trying to manually paint an entire wall for his next game, and I suggested he simply use a procedural shader, but he replied that procedural shaders are too expensive. Many people on this forum take the same view and some even say the Unity standard shader is too expensive, but I've been using procedural shaders and custom enhanced versions of the standard shader in many of my objects, and the normal standard shader in most of the others, without much reduction in framerate. I've tested it pretty thoroughly: the framerate doesn't seem to be effected much. So why do people think the opposite? Obviously it would become an issue for mobile, or VR, but the developer I mentioned above is probably developing his new game only for PC and Mac (as far as I know) and his last game had far more expensive effects such as realtime reflections. What am I missing? The reason I ask is because maybe I need to scale back my heavy use of such shaders if I'm missing something here.