I have a “waterfall” like sky background VERY big.
I want to create several mesh planes and shoot material across it using panners.
Just wondering how many I can stack up there in the sky before I get a performance hit.
I have no idea what panners cost I can probably profile them but I thought I would just ask.
Maybe someone knows already.
And then does cost increase with size of mesh in the world?
No shadows, just static mesh planes, one sided material only.
No overlap events.
but I have translucent textures with very soft edges and overlap.
Here is a great answer from Reddit:
Score hidden·7 minutes ago
It’s not about mesh size but the on screen size. If your tiny mesh is very close to the cam it can have more % then your giant mesh in the distance.
Pixel shader in general scale of the affected screen space since they do run on every pixel your mesh occupies.
Panner shouldn’t be very expensive but you should always keep an eye on your instruction count. but I have translucent textures with very soft edges and overlap.
That’s where your problem will be - esp. if you stack translucent objects. Since it does have to do all calcs per mesh per affected pixel.