We all know how the draw distance will make a particle system not render in the distance. LOD will help us design far system and make them more efficient as well.
What about Near particles?
What if I would like particles to fade when they are close to the player camera (easily done in the material) , but what if I want to make them collapse to a single point when I get close to them as well. I thought that would help with overdraw and fillrate.
I visually can achieve this with the following nodes in the material(Works great with geometries by the way):
Now the question that I have for you smart people, is why do I still see the particle in Wireframe view or Shader complexity view?
The opacity in both the material and the particle system are set to 1.
Does Unreal apply a different shader to the particles when it goes into Shader complexity and/or wireframe?
Is this totally useless and will not help with performance at all?
Should I only worry about opacity?
help would be much appreciated