I am currently developing a mobile title utilizing Unity 2019.3 and Shader Graph. I have prefab game objects which use the PBR Master Node and PBR input sub-graph, these game objects can be cracked, dissolved, glow, etc. and thus have many different Shader Graph effects I would like to use.
- Should I have all of these effects in one Shader and utilize scripting to call them? If so what nodes would I use to create the appropriate logical statements to selectively active them?
- Would it be better to have multiple shaders (one for each effect) and change the shader via script as needed?
Obviously performance is a concern as I want the game to run well on mobile. Any insights into best practice would be deeply appreciated. I currently have some effects functional which are divided into sub-graphs, but it is getting harder and harder to make them all play nice and independently within the same shader. Thank you for your time reading my inquiry.