Hello hello !
I’m testing some stuff with vfx graph and I just noticed that when I’m using the basic output particle quad without any shader (whatever is the texture used), it’s computing ~2k tris for 200K particles (and 4batches). But when I’m assigning a shader (from a shader graph unlit, cf screenshot), it’s computing ~1.2M tris (and 6batches).
(I’m using Unity URP 2023.2.7f1)
Does anyone have any explanation about that and if you have any idea about how to avoid to compute them, I’ll be curious to know !
Thanks in advance ! ![]()
