Performance Issues: Transparency Render
Hey everyone, I am currently developing a short interactive story for the Oculus Quest in Unity and we are having some performance issues, specially in transparent objects.
Our biggest performance hiccup is in a scene where we are rendering tree tops intercrossed with tree branches in a different mesh. These treetops, by themselves, aren't that big of an issue, but when they are crossed by the tree branches their rendering time increases by 3 or 4 times (which makes sense for transparent rendering).
What doesn't make sense, to me, is that the treetop with fewer tris take even more time to render than the treetop with more tris, when they are both being crossed by similar branches (as you can see in the renderdoc captures).
Renderdoc capture of treetop with branches (takes more time)
Renderdoc capture of treetop without branches (takes less time)
Why does this happen? Is there something we are doing wrong? Am I misunderstanding how transparent rendering works?
Any help would be realy appreciated. I've uploaded a sample project and both renderdoc captures to a google drive folder here: https://drive.google.com/drive/folders/1_rPkeb4cROAnhtRldKa00fIlTkvcSKRa?usp=sharing
P.S: If anyone knows why we are having a depth stencil pass in the pipeline even though it's been disabled in the project settings and it's not being used by any effect/shader, it would also be of great help.