- Home /
Question by
Nanako · Nov 29, 2014 at 04:16 PM ·
occlusionocclusion cullingmodellingpolygon-count
What happens to covered up vertices on geometry?
So i have a high poly naked character mesh, and i'm also planning to put equipment and armor on top of him. This will end up covering up a lot of his musculature, and i'm wondering if unity can optimise that somehow. To not spend rendering resources on a few thousand faces that are hidden by a breastplate, or whatever.
I'm also interested in the possibility and rendering implications of masking out some parts of the character with 1-bit alpha
Comment