Alpha Clipping vs Alpha Blending
Alpha Clipping/Testing
Pro: Writes to depth buffer, meaning things behind it does not need to be rendered
Con: Writes to depth buffer, potentially using some performance
Alpha Blending
Pro: Does not write to depth buffer
Con: Does not write to depth buffer, needing to draw everything behind it
Conclusion
Alpha blending should be avoided when there's a lot of overdraw. Alpha clipping can be used in most cases and generally has better performance, as it eliminates overdraw.
Note: I'm unsure why "noisy or thin" textures decrease performance when using alpha clipping.
Sources
Unity Forums post by bgolus and burningmime: Is Alpha Clipping better for performance?
Unused sources
Unity Forums post by bgolus: Alpha To Coverage Performance
Possibly related details
- Samsung: Tile based rendering
- Wikipedia: Tile based rendering
- Tile sizes are
- Mobile(ARM) - 16x16 to 32x32
- Desktop - 32x32 to 64x64(occasionally 128x128+) or dynamic tile size
#transparency #alpha-clip #alpha-blend #overdraw #performance #not-specifically-unturned