Godot Version
4.x
Question
Is there a performance best practice difference between using a single fairly simple visual shader and multiple shader materials that adjust a few parameters (like color) and using different standard or ORM materials that also vary by the same parameters? Assuming all textures are the same, and the variance is just albedo color, for example.
I ask because Unreal had Material Instances that were an improvement when you were sharing a set of textures and changing only simple parameters.
For example, if making 10 chairs that are identical save for the color of the chair, determined by the albedo->color.
My testing hasn’t been able to show any noticeable difference so far, but I’d like to know if there’s an actual best practice.