I’ve been wondering which would be the best approach to make heavy rain in my game, and getting better performance results (it’s low poly game if it matters).
First method: putting 10 water drops on single texture (1).
Second method: every sprite is single water drop and emitter spits 10 times more particles (2).
For now I chose the first method, but looking at a shader complexity view I’m not so sure if it was good decision (lots of transparency stacking over). What do you guys think?