Derivative Texture Sample Cost?



Is there an additional performance cost when using a derivative texture over a standard texture sample in Unreal material editor? If so, is it significant enough that I should add a switch in my material to choose between the standard and derivative texture samples?

I’m using the derivative version in conjunction with the VectorToRadialValue material function to get rid of that nasty crease you get from bending a texture to radial UVs.