Standard Shader Usage Perfomance

When you add more maps to the standard shader(Normal map, Occlusion, Emission, Detail, etc.) does this cost more perfomance? With the legacy shader it would cost you another drawcall for a normal map but this shader does not seem to do that. So what is/is there performance impact from using more maps?

For example wit the old system we had LOD materials so we would remove the normal map in the distance, is that still neccesary with regards to perfomance?

I would love to hear some insights on this.

More maps means more texture sampling in the shader and more calculations, so it is more expensive, I don’t know how much though.

The original shader shouldn’t have added more draw calls for adding a normal map. That doesn’t really make sense, you were probably doing something else as well. Adding a normal map does not increase draw calls.

For the new standard shader, the draw calls rule is the same: change the material, change the draw calls. But yeah, not using a slot will save performance since unity will build a variant for use in your game that omits those extra calculations.