Probably a silly question…I’ll try to explain.
I’d like to use Vertex colors to using inside Substance Painter to create a ColorMap.
After created the textures (just albedo, normal and roughness…nothing related to vertex deformations ) inside Painter, I’d like to export them and use it on a Unity Standard Shader without involving any kind of vertex deformations or vertex blend and so on.
So, my question is: if a shader is not using the vertex color data, this data is loaded in any case and the CPU/GPU still computes it or it will be discard immediately as the shader is not using it?
Using other words, that vertex color data should be deleted before import the model inside Unity or should still in because it will be ignored in any case?
Thank you in advance clearing my doubts