Do Transparent/non-visible materials on meshes affect performance?

Say i have a mesh with an infinite number of vertices and faces.
How exactly does Unreal handle the mesh if the applied material is fully transparent/invisible?
Is the object rendered but just not visible to the player or not at all?
What if only part of the mesh is transparent, is a partially transparent mesh more efficient than a fully visible mesh?
Does this all apply for skeletal meshes as well?

Any advice or pointers to where i can learn more would be greatly appreciated

Im going to assume your are talking about the masked shader mode.
last time I checked, even if things are transparent, they will still have a cost.

The shader still needs to be ran in order to tell if a pixel needs to be rendered, so transparent pixels cannot be free.

They add cost, doesn’t matter if it is set to 0 opacity.

The amount of cost depends on the material and whether it is masked or translucent, the lighting mode, whether or not you are evaluating masked only in the early depth pass, whether it’s a Nanite mesh, how many layers of translucency there are, the material graph, and so on and so forth.

I would think a partially transparent object would be more costly, because it has to render that object and also the objects behind the transparent object.

any translucent mesh is rendered in a seperate pass. even if it’s fully transparent it will compute the geometry and raster and blend.

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