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.