Shader instructions stats - Am I cooking GPUs?

In my scene/level, I’ve created a skybox with a gradient material and a floor with grid material, when examining the shader instructions count and considering the large surfaces of the elements im not sure if it is viable to use those materials in the published game.

Sky material stats:

Base pass shader without light map: 139 instructions
Stats: Resource Limit: 64
Resources Used: 1
Sampler Limit: 32
Samplers Used: 0

Base pass vertex shader: 293 instructions
Stats: Resource Limit: 64
Resources Used: 6
Sampler Limit: 32
Samplers Used: 0

Texture samplers: 0/16
Texture Lookups (Est.): VS(0), PS(3)
Shader Count: 7
Preshaders: 6  (6 param fetches, 11 ops)

Grid material stats:

Base pass shader: 401 instructions
Stats: Resource Limit: 64
Resources Used: 1
Sampler Limit: 32
Samplers Used: 0

Base pass vertex shader: 285 instructions
Stats: Resource Limit: 64
Resources Used: 6
Sampler Limit: 32
Samplers Used: 0

Texture samplers: 0/16
Texture Lookups (Est.): VS(0), PS(3)
LWC Add usages (Est.): 0 (VS), 7 (PS), 0 (CS)
LWC Multiply Vector Vector usages (Est.): 0 (VS), 7 (PS), 0 (CS)
LWC Other usages (Est.): 0 (VS), 13 (PS), 0 (CS)
Shader Count: 5
Preshaders: 18  (18 param fetches, 32 ops)

Shader complexity stats, looks fine as far as I understand them, which does not make sense with the high instructions count

It is with mentioning that a blank material starts with:

Base pass shader: 177 instructions
Base pass vertex shader: 285 instructio

I’m using UEFN, so this game will run on PC, console, mobile.

From my understanding, the shader complexity should show a color from green to red to white. I have never seen it empty like that.

A material can have hundreds of instructions and still be optimized. For example, when I create a new empty material has 324 instructions. This doesn’t mean that it is bad. The same with the Shader Complexity, it can be red-pinkish but still be good. It is not a scale someone should trust to 100%.

To actually see how much performance your material takes up, you can try the command stat gpu in the command line when you run the game.

(this is not UEFN specific advice. I have not tried the FN branch myself yet)

Thanks for the input. I migrated the Grid material into UE 5.6 to check the shader complexy and stat GPU which are not available in UEFN

```
Base pass shader: 391 instructions
Base pass vertex shader: 148 instructions
```

Shader Complexity

GPU stat - With grid material applied to floor

GPU stat - Solid color material applied to floor (Control test case)

Can you help decipher the GPU stat data?

This looks alright. There is nothing major that indicates that it is because of the material so it should be fine to use.