4 - Disable the original wave particle systems and replace them with a single particle using the captured texture. When discussing shader optimisation here, we are primarily talking about reducing the cost of fragment shader code. In some cases, calculations can be moved out of the fragment shader into the vertex shader. The UV-offset logic is moved into the vertex shader, while the fragment shader receives the already interpolated result. A useful intuitive rule is this: a calculation can often be moved from the fragment shader to the vertex shader when it applies uniformly to the entire rendered image.