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Shader Complexity View - strange behaviour

I’m trying to balance my shaders, but complexity goes crazy when I use simple opacity mask - is it okay?
I don’t have mesh intersections and without opacity mask I always get green on those polys.
Texture itself - 512x512, Alpha map
/// Sorry for awful photo, no access to the Internet on PC >.>

If you’ve got a few layers of masked meshes overlapping each other there, then this is about right - the transparent parts of a masked material are the expensive parts. Depending on how your meshes are put together, you might be able to cut down on the amount overlapping translucency by trimming the edges of the mesh closer to the edges of the masked area. After that, a little bit of red on the edges shouldn’t be too much of a concern, performance-wise.