Translucent material vs opaque grass vegetation for mobile
I am curious what would be more resource intensive on a mobile game. Having a static Square plane with an translucent texture applied of many blade grasses in an alpha channel.
Or having opaque 3 edged planes vegetation painted on the ground? Your input would be much appreciated.
Incase i am unclear. Its Having 1 100CM x 20CM plane with an translucent texture vs 100 opaque meshes as vegetation.
asked Jul 05 '14 at 05:22 PM in Rendering
Judging by the shadercomplexity viewmode, using opaque grass blades are a better choice as long as its low poly and adhering the the guidelines of not breaking the triangle count onscreen limit.
If i run the game using planes for grass with opacity maps some sections start becoming extremely expensive.
So i guess it all boils down to exactly what you want to achieve. But in if you can get away with using opaque geometry based grass... do it!
answered Jul 17 '14 at 06:53 AM
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