Are there any performance tips people can provide for shaderlab? I suppose they would be the same as “regular” shaders (hlsl, glsl, cg, etc.) aside from syntax.
What should I avoid? What should I prefer? Is using the same sampler for all 4 splat textures in the terrain shader better than using 4 different samplers? Is it good practice to always have a SM2.0 compatible fallback for SM3.0 shaders?
Thanks for any info!