Is this good Shader Complexity for a tree?

Hello. I have a quick question. Is this shader complexity good for a tree? And if not, what can I do to improve it? Thank you!

In this case, the complexity seems alright.

The Overdrawing reds and semi whites that you are (and will be) getting will more often than not depend on the mesh you’re applying the material on rather than the particular material that you’re using.

With this in mind, the answer is then yes and no. “Yes” it’s good for things like the Tall tree in the middle but not great for things like the bushes that you have (since logically you’ll have a lot more bushes in a scene that individual trees). “No” because of that massive overdraw that you’ll end up getting in a populated environment. I would greatly recommend looking for a more vertex-relying approach rather than billboards based.

Thank you for your answer.What do you mean my “vertex-relying” approach? You mean that I should “cut” branches more precise using more vertices? The trees branches are also not a billboards, they do not face to player’s camera. These are just planes shaped like branches. The biggest tree allready has almost 3000 tris. Do you think I should put there more tris to save shader complexity?

Yeah, they do not look that well when there is more of them.