I was just wondering whether to use D3D_SHADER_MACROor not to control different effects in the same shader. unfortunatley in order to change the effect via macro the shader needs to be rebuilt. Is there any reason (performance wise) why I shouldn't just use a boolas it would provide more flexibility as far as changing effects runtime where different meshes share the same effect though different parts of the shader (i.e turning on\off culling or different light counts in use etc...), or should I just create a seperate VS,HS etc... for each effect, though that would mean more/repeating code being built at startup with only slight changes however I'm assuming faster runtime.
also if wanting to precompile my shaders would I just need to use the 2 following functions, D3DCompile() and D3DWriteBlobToFile().
then for loading is it just D3DReadFileToBlob() before calling CreateVertexShader().
thanks for any insight into the best way to go about this.