Hello. As of my understanding, transparent materials/shaders require more power than a standard opaque one. That considered, take an object such as a weapon scope for example where a large portion of it is opaque, though there are transparent lenses. What would be the performance difference between giving the entire scope…
The original question was whether having two seperate materials, a transparent and an opaque for the full object is of much benefit to having a single transparent material. Since the pixels hit are fully opaque it shouldn't have to render anything beyond that. Clearly there are issues with using a transparent material for…
Its a fairly accurate way to measure expensiveness of transparency. I would assume it shows the whole as red and every overlapping because you have one material for the whole object and the most of the opacity map is white. You should have 2 materials. One opaque for the non translucent , and one more for the translucent…
It's almost always a better idea to apply a separate material to the transparent bits. If you don't split it, the opaque bits of the material are still alpha blended so you're paying for transparency on pixels that don't need it. The calculations still need to be done regardless of opacity (I assume this is blended rather…
As far as I'm aware it isn't a definitive way to calculate what something costs to render like its said in the UE documentation, but it does show the transparent material with 100% opacity as being red (pretty bad). It doesn't change with any opacity setting. My mesh also renders faces behind itself, not sure if this is…