Hi.
Unity documentation says,
“It’s a separate queue from Geometry one since it’s more efficient to render alpha-tested objects after all solid ones are drawn.”
In this article,
@bgolus says “many alpha tested surfaces may be occluded by the previously rendered opaque objects saving some time.” But I can’t understand how it is possible although early-z is disabled by alpha testing.
What makes it efficient to draw alpha-tested objects after all solid ones are drawn?