One ScriptableRendererFeature class VS Any ScriptableRendererFeatures? Which is more optimized?

If I split the effects into several ScriptableRendererFeatures, the performance won’t be affected, right? That is, it will not affect the performance and it will remain the same or I need to move everything into one Execute method to get more performance and create one gigantic ScriptableRendererFeature class?

Could you test it?

Not yet. If Unity uses a Data-oriented design approach in ScriptableRendererFeature, there is definitely nothing to be afraid of