You know, if you're going to make any serious project it's going to end up being expensive. That said, while it is nice to have such things built in from the get-go, I like that Unity forced me to learn how to write my own fragment shaders. It just gives me more control over final performance. All of the node-based editors output the same CG code anyway, but they do so using their own proprietary nodes which means it is difficult to edit or understand the code afterwards if you need to manually optimize calculations. Writing your own code makes this much easier.
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