I'm recently learning Amplify Shader to make shader more easily. It's visual shader editor for Unity that allows to create shader by connecting nodes.
Right now I need a shader for Android project that supports Emission and Diffuse together, so I just made a shader that simply connect diffuse texture to albedo and emission to emission channel. I don't know why there is no shader that supports diffuse and emission together in Unity's built-in mobile shaders :(
Anyway, also instead of using Standard Shader, I switched to Lambert Shader because I heard that Standard Shader isn't good for mobile devices.
So here's shader information that I made:
- Shader Type: Surface
- Light Model: Lambert
- Shader Model: 3.0
- No Cast Shadows / Receive Shadows
- Render Type: Opaque
- Render Queue: Geometry
Should it be fine with using this shader in Android project? Also if I lower the shader model, could I get better performance? If do, what will I loose to not use >= 3.0?
Any advice will very appreciate it!