I've just been having a chat with my artist and he suggested we just use a cutout shader for whole canopy of this tree: Now, based upon years of scouring Unity threads for help, I just kind of assumed it was a terrible idea, "cutout on mobile is bad", "mobile GPUs aren't optimised for it", etc. etc. So I thought I would cut a little skirt around the bottom bit, use a mobile diffuse shader for the opaque bits and a cutout shader for just the bits with any transparency. Huge performance saving surely!? It seems not, and I just wanted to see if anyone could suggest why? There's obviously a lot of extra draw calls due to the extra material, but I suppose my naive assumption was that use of a simpler shader would more than make up for it. Is the cutout shader only expensive when actually clipping/discarding, but otherwise for the opaque bits it's fine? First is a cutout material for whole canopy, second is 'optimised' using a diffuse shader for most of the canopy, tested on an iPhone 5S.