Baking some nodes of a material

Hi,

We are exposing some parameters to control some of the input textures, to have real-time feedback in the editor. For example, a tint parameter to multiply with the albedo texture map, with a texture sample and multiply nodes.

We were wondering what are the options if we would like those static operations to be evaluated offline, rather than runtime in the shader, for shipping/performance reasons.

One option could be to isolate the parts that can be done offline to material functions and perhaps bake them using render targets:
https://docs.unrealengine.com/en-US/…res/index.html

But it is perhaps a bit cumbersome, wondering if there might be better options.

Thanks