I’m working in Unreal and am wondering what kind of performance issues could arise from using the depth buffer in a translucent shader for a mobile title.
I know this usually boils down to, “well, how much of the screen…and how many objects overlap?”
But I was hoping someone could frame their own battle story or suggest technical references. I guess I’m really looking for a rating of how expensive it is from “about as bad as an additive material” to “uhm…try to avoid it.”
Does it just cost about as much as a texture read or does it slightly stall the pipeline?