I find myself with a shader wich takes a pointcloud and output a modified grid, it calculates flat normals, fit the uv coordinates with the kinect2 uv remapping, can be used to threshold the output vertices creating a geometry with less vertices than the input one, and some little texture mappings.
I want to create techniques where the UV is not applied, or the normals are not calculated or both, just because I need different outputs for different uses in the same patch.
Is it better to create a shader with N techniques (like 9) or is better to split the code and create different shaders, one with flat normals, one with the threshold, one with both, one without both?
So, is better a shader with 9 similar techniques or 3 or 4 shaders with few thechniques each?
What do you think? What do you know?