I have a completely transparent invisible material using a lit URP shader. Does this still impact performance in the way normal transparent materials do? Or will Unity see that it’s invisible and not bother doing the steps to render it?
Im not 100% sure but i think it does. Check Drawcalls amount. (Fastest way to enable/disable object and check if drawcalls amount drops)
I know that 0%Trasnparent UI is ignored. (Unity doesn’t call draws for it), but materials might be still rendering.
Ah, what a shame. I think I’m gonna try experimenting with shaders for invisible materials.