Multiple Materials or More UV'Maps

Hello, I Have an building wich has on the outside walls difrent material part’s/types ( about 4-6, variaton of Bricks ), wich are repeating.
I can’t decide wich way I should go:

a) I assign difrent materials on each Model Face representing each type.

b) I create on Material + multiple UV Maps to use inside the material to mimic each type of material

c) same as a), but instead of difrent materials i would use the same material with static switches and assign them into the materials slot’s as instances.

what and why would be better ?

When comparing a) and b), there is no definite answer what is better.
Approach b) increases load on your graphics while approach a) puts more work on CPU mostly. The situation should be viewed in context of a given case. A single object with two materials, occupying whole screen, would undoubtedly favor approach a). Thousand of meshes, like that one, taking small portions of the screen in total, would probably be better off with approach b)

c) and a) are technically the same, with c) being a bit more elegant.

Thank You, this make sense, Assuming we do a Big Building, solution a) might be better.

but difrent materials when on same Plane Model don’t cause problems for Lightmap calculating( FE.Simple Wall ) ?

also for mobile AR is solution a) also better i assume that mobile has better CPU than Graphic… ?

Nope, having several materials on a single mesh will not cause any complications with lightmaps.