Our team seems to have two approaches to mapping 3D Assets:
A). Apply multiple shaders (up to eight or more) onto a single asset. So there will be one Unity material for a silver plastic part of the asset, and then several types of metal for the asset, etc. Each represented as a shader, no diffuse map. Just a procedural normal, etc.
Other option:
B). Try to merge as much detail as possible into diffuse and normal maps, and reduce Shaders to around four. So two similar parts will share one shader with a multi-colored Diffuse Map and Normal map. and leverage a specular map to help control which parts are more reflective etc.
My questions is: What are the pros and cons of these methods? Is one easier on the Unity engine? We create training simulations, so we often have a LOT of complicated assets, as we are anticipating the users will pick up/utilize any tool or object at anytime, at will.