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Question by helios · Aug 10, 2012 at 02:30 PM · iosshaderstransparency

Basic Shader questions for transparent textures on mobile devices

Hello, I will be the first to admit that I don't know much when it comes to shaders, or texturing in general. I'm curious what you all think is the most efficient way to approach rendering simple transparent textures on mobile devices with zero lighting/effects. How should the source images be prepared? Saved out as transparent PNGs, PSDs with alpha channels? All I am looking to do is display the texture simply as it was drawn.

Right now I am using built-in mobile shaders but I am getting some hiccups when running on an iPhone 4 and after profiling, the only things taking up a lot of time are rendering related.

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Answer by lozzaaa · Aug 10, 2012 at 08:28 PM

Try this one from the forums with the changes Jessy suggests, likely to be about as fast as you can get.

As for the images I would flatten the layers and save as a transparent PNG.

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Answer by Meltdown · Aug 10, 2012 at 05:59 PM

This shader is pretty good for mobile at it's not affected by lighting.

Also make sure you read this http://docs.unity3d.com/Documentation/Manual/OptimizingGraphicsPerformance.html

Some good tips here http://blogs.unity3d.com/2012/03/23/shadowgun-optimizing-for-mobile-sample-level/

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avatar image helios · Aug 10, 2012 at 06:48 PM 0
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Thanks for the response. Do you know if there is a performance difference if I use an additive shader vs alpha blend one?

avatar image Meltdown · Aug 10, 2012 at 07:44 PM 0
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Since you're developing for mobile devices such as iOS, an additive shader is usually more efficient than an alpha blended one.

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