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optimizing game material with emission map?
so in my 3D mobile game i have a lot of game objects constituting the map (grid-based kit building) with multiple themes (kits). now, the stock theme you start with has an emission map (its sci-fi ish so it has lights here and there [no actual light sources, just emission map]). now, on my phone the game is veeeery slow with the stock theme, which has the smallest tri-count of my themes (120 tris per wall part), whereas the theme with the most tris runs very smoothly. now both themes have textures of equal size (512p for walls and 128p for floors) and both themes only have one material per object. my only conclussion is that since stock theme has emission map, it becomes the hardest to render, even if it's tri count is tiny in comparison (120 tris vs 500 per wall). now, is there a way to optimize this? a mobile specific material that supports emission map? or should i drop the emission map? anyway, thanks!
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