if your objects already come with per vertex shading then the hit comes at the seams/hard edge as that requires another set of verts at the seam in the engine (which would also occur with a mapping seam btw) so the overall hit is usually quite small but it's worthy of consideration.
Looking for some advice on the most efficient way to add a stripe to a building. Constraints I'm working with: Unity URP, mobile platform. Low texture budget, have to keep instructions in a material low. These are the potential options I've come up with so far, and I'm interested in some thoughts/ feedback. -Have two…