NEVER Do in Shaders - NEVER use unconditionally for optimization — It prevents the depth prepass from working effectively. A discarded pixel still costs vertex processing; sometimes not rendering the object is better [1]. - NEVER use for dynamic states in high-performance shaders — GPUs hate branching. Use , , and for mathematical, hardware-optimized selection [5, 21]. - NEVER compare floats exactly — Hardware precision varies; is unreliable. Use or . - NEVER use standard Alpha Blending for massive foliage — It prevents shadows and SSR. Use Alpha Scissor or Alpha Hash (dithering) to enable de…