I was wondering if fading out a texture in a material over distance using PixelDepth actually improves the performance.
There are examples of such materials in the starter content. For example there is a material called M_Ground_Grass which uses PixelDepth to fade out a texture the further away it is from the camera.
Does this actually improve the performance because the texture with the higher resolution no longer needs to be displayed or does it still need to be calculated anyway?
If I have a scene where the player can zoom out quite far could I use that technique to have high resolution textures when the camera is close to the ground and a low resolution version when the camera is far away or would it be better to just make several LODs of the ground meshes and then apply differently detailed materials to them?
Long story short: Would it make sense to use PixelDepth instead of making LODs and multiple materials?
Edit: Sorry about the typo in the title. I can’t edit it.