Is there andy performance difference between using TEXCOORD0 or COLOR0 as input of fragment shader on mobile defices? I readed that COLOR is lower precission here https://docs.unity3d.com/Manual/SL-ShaderSemantics.html . But is is still valid informationow nowadays? It is just better use TEXCOORD everywhere?
COLOR is lower precision for vertex shader inputs on all platforms because of how Unity sends vertex data to the GPU. There is no difference between COLOR# and TEXCOORD# when passing data between the vertex shader and fragment shader. With the exception of SV_Position*, basically all vertex shader output / fragment shader inputs semantics are treated the same. They're just generic ordered float values for modern APIs. * and a few other very uncommon semantics.