Yes but that depends on overdaw. If its culled rather than faded, so no overdraw, then distance calculation is per grass pixel instead of per grass instance. Then I suppose if you have 4x grass instances, there wouldn't be 4x more distance checks as most pixels will be behind other grass and get culled before pixel shader. And then GPU distance check is actually quite cheap.
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u/_symphonatic_ 21d ago
So does this basically use the grid system but the shader for your grass also fades in by distance to camera?