Thanks for addressing the shader permutation issue, the modern trend of using tens of thousands of shaders that need to compile on the fly to compensate for inefficient art practices when just a couple of hundred could achieve the same result is a bit of a pet peeve of mine lol
Thanks for addressing the shader permutation issue, the modern trend of using tens of thousands of shaders that need to compile on the fly to compensate for inefficient art practices when just a couple of hundred could achieve the same result is a bit of a pet peeve of mine lol
Why are you vertex bounded? Im unity (