Separate Translucency and blendables

Apparently, blendables do not take in account objects who have materials that have the parameter “Separate translucency” on.
1.Is this normal?

I don’t see any problem turning the option off but I wonder, does this option affect performance?
2.Which is the cheapest state, on or off?

In the Project settings I also find this option (http://puu.sh/fAGIt/8c0d5b053e.png).
3.Does this override all the material settings?

I ask these questions because we are facing steep frame rate drops for most particle effects we have, even simple ones.
We can go from a stable 14ms to 20ms on GPU quite easily with bullet impacts for example even with relatively simple particle effects/materials.

  1. Besides overdraw, are there any other sources that could cause such bad perf drops?

Hey bigzer,

Firstly, if your 'Blendable is within a ‘Post Process Volume’ and the material for the ‘Blendable’ has the option ‘Separate Translucency’ turned on, then your translucent objects will not be affected by ‘Depth of Field’. If you are setting a global option like this within your ‘Blendable’ material, depending on how many translucent objects are in your scene, can have various effects on your performance.

The option within your ‘Project Settings’ which also has the ‘Separate Translucency’ will take priority over anything in your project. This also allows you to set whether you would like to completely ‘Disable, Enable, or Enable on Demand’ which gives you some flexibility when using the setting.

Another staff member here provided a user with a great answer on the feature as well as provided some extra insight on how and when to use it.

DoF and Translucency

If you need some more information or have any other questions let me know and I will be glad to help.

Cheers,

On my end blendables/post process materials can not be set to ‘separate translucency’ : http://puu.sh/fDmjf/abeca2ee6e.png

This said it seems we don’t need separate translucency for our project so its fine I will disable it directly on the project settings.

Thank you.

So it’s not possible to use DOF and fog with sprites?.. Because they don’t work properly with depth? Separate Translucency doesn’t exist anymore… I think now it’s called Render After DOF. That enabled sprites to be blurred, but the results are unusable. I have no control over depth, I played with all settings in all combinations I could imagine. Either all is blurry or all is a mess or all is sharp. I can’t get blur to affect only the background or the foreground… and Focal Distance and Focal Region don’t make any sense, they don’t represent distance from camera correctly. So sprites don’t seem to want to behave like geometry no matter what shading model I’m using.
I don’t get this… How do you blur & fog smoke or foliage… far away from camera? It’s basic 3D stuff you see in lots of games, and it should be using the same shading model. So similarly, how do you blur and fog, reliably, based on depth, 2D sprites?