Distance culled meshes showing terribly in shader complexity mode

It looks like this is an overdraw issue, as the texture data is effectively masked out from your plane, leading to more overdraw if you’re using a masked material. What I do instead is utilize the PerInstanceFadeAmount info as a value to displace the vertices down below the ground, forcing the quads out of site and also giving off kind of a neat “growth” effect for the distance fade.