When SkinnedEffect was first moved over to DX12, the "1, 2, or 4 weight per vertex" optimization was kept. In practice, since you need a new effect instance for each PSO to have different weights-per-vertex, this isn't really practical to use. Also with Feature Level 11.0 minimum hardware there's not much value in saving a little ALU performance.
This removes 8 shaders from the project.
Minor breaking change if someone uses the defaulted parameter:
I'm not making this change in the DirectX Tool Kit for DX 11. There it makes more sense to be able to flip between shaders and it can be a good optimization for low-end 9.x level parts.
When SkinnedEffect was first moved over to DX12, the "1, 2, or 4 weight per vertex" optimization was kept. In practice, since you need a new effect instance for each PSO to have different weights-per-vertex, this isn't really practical to use. Also with Feature Level 11.0 minimum hardware there's not much value in saving a little ALU performance.
This removes 8 shaders from the project.
Minor breaking change if someone uses the defaulted parameter:
is now: