single complex shader or multiple simple ones?

Hello everyone!

I’m building a game of proximity flying, player will fly through the map at around 150kmh as close as possible to ground.
Given 6-10 models of rocks (around 1.000 poly each) that will be repeated many times in the asset,

is it better having a single complex shader with world alligned textures and unique normals and masks
or 10 different light materials with unique base color and normal map and packed roughness - AO - specular?

thanks for your answer in advance guys!

AUGH

Assuming it’s 10 material instances, I don’t think it matters.

Something that might matter more, is the amount of texture you’re moving around.

Best thing is to try it both ways.