Distance culled mesh showing in shader complexity

Hello everyone!
Let me go straight to the subject:

I have group of meshes painted on a plane with the foliage tool. The meshes are using the culling option inside the foliage type and it seems to work just fine. At distance they don’t show up.

I guessed those weren’t being rendered at all then. But the problem is… the Shader complexity visualizer shows them not only there, but with an extremely bad complex shader… Is this a known issue or I’m doing something wrong?

Thank you for your time!

Bump. Since I have the same Problem

bump please same problem here :frowning:

I never knew if it was actually just a visualization problem or the system is really having trouble computing the overdraw that isn’t supposed to be calculating. I didn’t see the data in profiling…