Unity Shader Graph optimization

Is there a significant difference between having multiple shaders with limited functionality or a single shader with all the necessary features?
I’m new to this process and am gradually creating a shader for my effects in the graph. After implementing the screenspace distortion feature, I realized that I won’t be using it in conjunction with color, but rather separately. From an optimization standpoint, would it be better to separate this feature into a separate shader or keep it in the main shader and use it in a separate material?

Hi @SilverEye ,

if you don’t use the feature often than I would separate it.

But if you want to keep it in your shader, than you can use shader variants.

With shader variants you can compute features in your shader in run time or in the build. It is basically creating per activate feature extra shader under the hood.

You will see the ‘Shader Graph Unlit’ shader have already 84 variants.
When you activate you feature than you will get 167 variants, because he is creating for each variant a second one with the activated feature.

If you have more features you will get the multiplicator.