Principled BSDF vs not

I’m planned to build game levels in Blender. Technically I’m already do that, but now I need to rebuild my material library. Basically I need three simple cases for shading:

  1. Solid
  2. Alpha transparent
  3. Emission
  4. Emisson + alpha transparent

What way to make shaders is more efficient? Principled BSDF or “hand made” shaders? What about performance issues, such draw calls? My library will contain more than 2000 textures, and on nearest 500 (amount of materials, used by one scene) It must be serious loading, that can be freezes Blender (personal experience too). What option is best, i.e. what is more “lighter”?

You should build levels outside of blender. Ideally all your objects should share single shader / material (or just a few) inside the engine but different textures, and this is difficult to setup inside blender. And every object having unique material will be very bad for performance.

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