HUD Elements: Materials - Making "Multi-Function" Texture Mask

I’m trying to make a “multi-function” Texture Mask for the HUD Elements, but I also want to “optimize it” to weight less, without it losing functions (based of parameters or something). If possible, can anyone help me with that?

Here’s the GraphShot of the whole Blueprint.

EDIT: Not to act unprofessional, but I feel you’re just using this blueprint, instead of helping me with optimizing it and making it weight less than (currently) 45 KB.

What do you want to optimize, the shader complexity or the size of the shader? It seems like you are worried about the size more so than the actual code optimization. The size of the shader doesn’t really matter unless it is used for mobile and needs to be under a specific size.

Textures are “expensive” and you might want to consider generating a circle (Unless you want to be able to use more complex shapes). It can be done using the SphereMask. Since you are worried about size, I would remove the textures.

You keep inverting back and forth in the chain as well, so I would look at reducing that, although it’s quite a cheap operation.

For HUD elements I would recommend looking closer at the: UI Material Lab in UE Online Learning - UE Marketplace