Hello, i have a question about what would be more efficient to use on landscape - vertex shader vs pixel shader. All over internet people are saying to use vertex shader because it is more efficient, but it depends on the triangles count. I’ve made 2 versions of similar shaders and both of them have very similar shader complexity and instructions count. As i know shader complexity preview mode generates coloring based on instructions count ( as documentation say so) but does it take into account what type of shader it is - vertex or pixel? I have a third person view in game, and using world composition. With pixel shader the performance impact depends on how many pixels of this shader are present in camera view, with vertex shader it depends on how many vertex the object has because all of them are computed if even a small part of the object is present in camera view( f.e. if i have 500k vertex on landscape and player will look in to sky and would see only 10% of this land - in this situation vertex shader is more render costly because all of 500k vertex will be computed, on the other hand with pixel shader only this 10% of the land pixels will affect performance), if i’am correct. So what would be more efficient to use in my situation? Please correct me if i’m wrong, because i’m a novice in this field.
Does vertex shader somehow make use of the landscape LODs?
My landscape specs
505x505, 63, 4 (2x2),126x126,16 (4x4)
Shader complexity of both materials
left - vertex ( used 3 custom UV chanels), right- pixel
Thx in advance for any help, because after all of this info in the inet i’m stuck and cannot proceed further…