Hey guys,
Another niche question here.
URP, mobile game
We have levels that have a large amount of toon-style water (custom hlsl shader) and we're trying to reduce overdraw. It's mostly opaque on the surface, you can only see things through it when they are near the surface
(Shoreline, shallow pool, etc)
We had an idea to try and set the shader to be "Opaque" and then use the Opaque Texture as a sort of fake transparency.
- As in, render everything below the water, save it to the opaque texture, then render the "opaque" water in the transparent queue with the opaque texture sampled and lerped in based on depth texture
Just wondering, what's the take on this? If the shader is set to render as opaque but still renders in the transparent queue, is that any cheaper than a standard transparent texture? Is this clever at all or is this just barking up the wrong tree?
(I know the answer is profile, just asking for a high level gut response before we prioritize it, profiling in our game is a huge pain in the butt because of networking requirements)