Godot Version
4.5
Question
I have a shader which has a mix of transparent, partially transparent and opaque pixels. I was wondering if there was any point in explicitly calling discard, or if just setting ALPHA = 0 would be just as efficient?
if (blend <= 0.0)
discard;
ALPHA = blend;
I’m assuming whatever is executing the shader will be able to determine there is no need to write a fragment when ALPHA == 0 and discard the fragment automatically, but then maybe I’m assuming too much.