As mentioned in PlayCanvas’ optimization guidelines, reducing the number of shaders in use is one of several considerations with respect to performance. It also mentions that too many shaders can lead to “glitches in framerate”. I am currently working on a project where I suspect we have some performance issues related to this.
Anyone have any experience with what number of shaders is usually okay, and what is too much?
There is prob a big difference between what phones and computers can handle?
One question: The post talkes a bit about runtime performance related to having to compile new shaders on-the-fly, but do you know how much it impacts runtime performance otherwise? Say if you have a very static scene where no new shaders are introduced, will still say as many as 50 unique shaders, have a significant impact on FPS?