so I am trying to give a depth effect to a simple image with alpha. Right now I am doing a local vertex offset based on an outline applied to a 400k poly plane. The look goes in a great direction but is way to performance-heavy to be working on mobile which it must.
If you could explain your use case a bit more, then people might be able to help. A few questions come to mind - is this a dynamic scenario where you are extracting texture from camera or such, or just typical content (game, art, app whatever) that does not change.
In the latter case, I would just create an alpha channel texture for the cutouts and set the depths of the different planes correctly for foreground planes and have a backdrop texture. Just as an example. And if you want to save rendering resources, create more tightly framed geometry along the edges of the people so that there’s less overdraw. But I’m just guessing here.
This will be more taxing on the pixel shader, but much less taxing on the vertex program, so it’s hard to say what will be more performant on mobile, a 400k+ mesh going through the vertex program or a simple 4 vertex quad with parallax occlusion.
There is a caveat to this approach though, the visual effect is constrained to within the plane the texture is on, so if you looked at it completely from the side you would just see the thin-edged plane, not a full extruded surface. (though I believe there are some approaches out there that can be used on a cube and affect silhouette, if you can find them)