I use this to some extent in a prototype game. I have a base diffuse layer and a mask to denote where the procedural shader is to overlay. It's a kind of 'mother of pearl' looking shader for vehicles made from a shell type material. You would be surprised at how much detail you can get with a 128x128 diffuse layer with…
Kind of opposite actually. Longer load times, durring level load sure. There is no FPS difference as far as I can tell. The main advantages for us is that we can make a smaller diffuse map, and not even ship an art asset for the normal this shader uses. The effect also has the benefit of making the objects look unique…