Dynasty wrote:
The bad thing about this fix is that in nearly triples the amount of vertex data sent to the graphics card along with all the normal data.
Ah, so that answers my previous question about why the flat shading still works. Apparently Unity automatically handles duplicating the vertices which will indeed increase the size of the meshes significantly.
Dynasty wrote:
SSAO seems to work with deferred rendering. Also I couldn't get shadows working with forward rendering so I had to switch to deferred... strangely, the shadows look fine in the editor even in forward mode. I'm not sure what the problem is, but none of the obvious solutions worked.
I don't recall seeing any problems here, and I have never tested with Unity's deferred shading pipeline. I must admit that I am quite far behind the latest version of Unity though (the highest I tested on was maybe ver 5.1?) so I wonder if it is a recent (or platform-specific?) problem?