Hello, we are trying to load tens of small PBR meshes a second during runtime that loading ahead of time is not an option. One large bottleneck we are experiencing is during material compilation. The number of meshes that can processed smoothly a second at a time suffer because of it. Doing some research and it seems to be generating the same effect for each mesh.
It’s not required in our case, the best we can tell. What’s the best way to pick a pre-existing effect for a mesh to use and skip this compilation step ? We are cloning and freezing a node material and just swapping textures.