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Clarify optimization instructions
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@@ -86,9 +86,11 @@ possible. Godot's priorities are:
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scene, the faster the rendering will be. If a scene has a huge amount
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of objects (in the hundreds or thousands), try reusing the materials.
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In the worst case, use atlases to decrease the amount of texture changes.
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- **Reusing Shaders:** If materials can't be reused, at least try to
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re-use shaders (or StandardMaterial3Ds with different parameters but the same
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configuration).
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- **Reusing Shaders:** If materials can't be reused, at least try to re-use
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shaders. Note: shaders are automatically reused between
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StandardMaterial3Ds that share the same configuration (features
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that are enabled or disabled with a check box) even if they have different
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parameters.
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If a scene has, for example, ``20,000`` objects with ``20,000`` different
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materials each, rendering will be slow. If the same scene has ``20,000``
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