Unused UV Channel Performance

Do multiple (say 2 or 3) uv channels on a mesh reduce performance if I only use one in my shader.

I want to bake data into uv channels for all meshes in my map but only 60% of them will actually have shaders that utilize the data. Will this just cost memory or also frame time? Mainly, will the unused uvs still be sent to the GPU?

you could measure it, but most of it is just data transfer bandwidth. cpu to gpu. once it’s on the gpu and the memory cache is stable it doesn’t matter much and just wastes a lil gpu memory for the geometry/attribute data.