I’ve been working on a nice master material for the marketplace when I noticed something disturbing: I’ve added a ton of features to this master material that use static switch parameters to turn those features on and off. However, when I switched everything off to simulate a cheap material and checked the release stats, it was a much greater cost of a similar material that did not contain switches: 85 instructions vs 54, and they both look the same/use the same features. Is there some hidden cost to using switches that I don’t know about, or is this a glitch in my version of Unreal (4.2)? I’d imagine static switches do not change at runtime, so they can remain permanent constants when compiled for final release.
If this is not a glitch, that would mean I can’t parameterize too many things, and it would be much cheaper to make the features as separate materials.
NOTE: I noticed the increased instructions were for the stats related to static lighting. The dynamic lighting cost of both shaders is the same.