>>298812001
You can measure the render time in the unity profiler. Some tools like render doc might give you a instruction count per fragment too. Most standard "material" shaders are pretty efficient, even things like parallax mapping, SSS, tesselation are all pretty cheap on modern gpus. Geometry shaders (most commonly fur) and more exotic raymarching shaders can be expensive, but a good rule of thumb is if you can still see the basic geometry of the mesh, the impact is minimal.