Material draw call optimising with vertex color leads to shader complexity..?

  • if actual material has 300 instructions and PS(8) and 5 texture samples,
  • if i blend 4 materials with vertex color with Lerp node and/or Blend Material attributes node, it is showing 600 instructions and PS(35) and 10 texture samples.
  • Is it ok? what about runtime?
  • Actually, blending and/or Lerping is not required., Just Static switch is enough, But Static Switch doesn’t work with vertex color float.
  • Any other solution? Or material editor stats are wrong?