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Question by ArseneySorokin · Aug 28, 2021 at 10:32 AM · shadersshader programmingcgefficiencyhlsl

regarding Shader Optimization

I have a shader with 3 seperate effects on it. 2 of the effects are mapped using textures (named "_TeamTex" and "_MuzzleTex"). If the effects shouldn't trigger, the base texture _MainTex should be used instead, with the addition of lighting.

Here's the complete fragment code:

 fixed4 frag (v2f i) : SV_Target
             {
                 const float3 team_mask = tex2D(_TeamTex, i.uv);
                 float muzzle_mask = tex2D(_MuzzleTex, i.uv);
                 
                 if(muzzle_mask.x > 0 && i.uv.x > (1 -_MuzzlePercent))
                 {
                     const float3 muzzle_color = _MuzzleColor * muzzle_mask;
                     float3 color =  muzzle_color *  _Brightness;
                     return fixed4(color.rgb,1);
                 }
                 
                 if(team_mask.x > 0)
                 {
                     const float3 team_color = _TeamColor * team_mask;
                     float3 color =  team_color *  _Brightness;
                     return fixed4(color.rgb,1);
                 }
                 
                 const float3 normal = i.normal;
                 const float3 light = _WorldSpaceLightPos0.xyz;
                 const float lambert_light = saturate(dot(normal,light));
                 const float4 texture_color = tex2D(_MainTex, i.uv);
                 const float3 lit_texture_color = texture_color * (lambert_light + _MinimalSaturation) * _LightColor0;
                 return fixed4(lit_texture_color.rgb,1);
             }

My question is - Do you think it is worth it to use if statements to avoid calculating unnecessary data, or should I have calculated all 3 possible results and then used "Step" and "Clip" to choose between them in order to choose the correct result? Which path is more efficient? alt text

screenshot-2.png (162.1 kB)
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