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Question by dongminghui1313 · Sep 09, 2021 at 01:59 AM · shaderoptimizationshaderlab

What is the best way to make grass shader only effective where near the camera?

I followed this tutorial to learn about grass shader. Now I'd like to apply that shader into my own mesh, which is a massive unity terrain. Even though my pc can handle that many vertexes, I still want to try some optimization. My idea is to only render the grass within a certain distance from the camera, and the current implementation is using if-else, which is not the best choice in a GPU.

float dist = length(ObjSpaceViewDir(v.vertex)); if (dist > 100) { return; } My question is:

  1. I add the if condition in geometry shader, since it returns void

void geo(triangle vertexOutput IN[3], inout TriangleStream<geometryOutput> triStream)

I wonder if it's possible to exclude some vertexes from a vertex shader, which doesn't return void?

2.Is it possible to replace the if-else using some math magic?

3.If I set the alpha of a vertex to transparent, will it still cost GPU resources?

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