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Question by crysicle · Jan 20, 2019 at 05:19 PM · shaderslagpipelineclouds

[Lightweight/ShaderGraph] Hitting my head against a wall against game view lag

I've been trying to make clouds work by layering a quad into 10-50 pieces vertically and putting the shader effect on each of them. The effect looks fine for now, but the lag when the quad is scaled to 500 is way too high. Thing is, looking at the clouds through scene view fullscreen there is no lag at all, but in game view fullscreen, FPS drops to about 10-30 depending on the camera angle.
 
I've been shifting the camera's clipping panes and it seems that most of the lag is coming from the closest clouds rendered, for which I've no clue how to fix.
 
These are the things I've tried:
-Disabling shadow emmision. 50% increase in performance.
-Splitting the quad into smaller pieces. No framerate difference.
-Disabling all lightweight rendering options. No framerate difference except shadows.
-Instantiating quads as gameObjects vs DrawMesh(). No framerate difference.
 
I'm new to rendering technical problems and am not sure how to troubleshoot this effectively, any help would be appreciated.
 
Scene view: https://i.imgur.com/KCqcSCn.png https://i.imgur.com/sTTgyEo.png

Game view: https://i.imgur.com/zCrp37f.png https://i.imgur.com/9sAOW0w.png

Shader: https://i.imgur.com/V4Qayrj.png
 

Unity: 2018.3.0f2 Personal  
Lightweight Pipeline: 4.8.0  
Shader Graph: 4.8.0

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Answer by crysicle · Jan 20, 2019 at 08:38 PM

Update: Still not sure what the problem is, however, i moved my whole project to HD rendering pipeline and it fixed the problem, 0 lag with the same method of using the shader.

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