Hi,
I'm doing a very simple test inside Unreal with some vegetation that I created for another engine, when pressing F5, Unreal shows the shader complexity for that given pixel, when I set the camera in a way that multiple leaves cover each other, the pixel shader complexity goes all the way to the left, almost to extremely bad.
I believe that is because overdraw, am I right ? If yes, is there any optimization for this kind of "problem" ?
Replies
I thought about adding more geo to minimize alpha test, but then, I also thought about a big forest environment... what you think would be better, having more geo (way more geo per plant in this case) or let the shader do more alpha testing.
If we put geometry and alpha testing on a balance, which one would be heavier ?
But... Huge dense fields with no culling, no trees etc would be problematic, there is no good and cheap solution for that.
Thanks again.