It is a tradeoff. Too many vertices will spend time binning, too many pixels with blending will cost pixel shader time. If most of your object “center” (like these leaves) will be opaque, you may see improvement from making an inner shape and outer shapes with alpha blending. Be aware alpha blending will also have sorting issues. Alpha test will do the right thing but is more expensive than alpha blending.
The best thing to do is put together test cases and try it.
Hi Chris. Ty for reply. I kind of understand what you mean, but how would I do the “making an inner shape and outer shapes with alpha blending” part. Is there a way to do that in a single material? Thanks!
No, you’d make two materials; one that is opaque and the other with blending. Put the opaque one on the part of the mesh inside, and the blending material on the edges.