Hi there. I have some objects in my scene that are being rendered with the Diffuse shader, but I’m only using the color channel (no texture). I tried to go about creating a just-color diffuse shader, and while I was able to do so as a surface shader, I wonder if it would be faster to use a vertex-fragment shader since I don’t think I need normals, tangents, lightmap information, etc.
In most cases you can write a more efficient vertex/fragment shader if you know exactly what you need. But you would need to consider if it’s worth giving up the convenience of a surface shader. Besides the surface shader compiler and regular compiler already remove a lot of stuff when you don’t need it. And you can tell it to disable certain features, such as lightmapping, using the surface shader parameters.