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Question by adnan-e94 · Apr 27, 2015 at 08:09 PM · shadermobiletransparency

Unity 5 standard shader transparency not working on mobile

I'm making a small racing game, and when the player is inside a tunnel, it's supposed to be transparent so the player is still visible.

In editor it looks like this: http://pokit.org/get/img/ca61cbf8cd9bbf76a58762b4ee990bfe.jpg

While on mobile it just slightly flashes for a moment, and returns to normal (no opacity at all, same code)

I've tried a lot, including iTween and simply changing renderer.material.color, but didn't find a solution. This is my current code using the standard shader:

To make it invisible (transparent):

             Material material = this.materialCarry.GetComponent<Renderer>().material;
             material.SetFloat("_Mode", 2);
             material.SetFloat("_Mode", 2);
             material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
             material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
             material.SetInt("_ZWrite", 1);
             material.DisableKeyword("_ALPHATEST_ON");
             material.EnableKeyword("_ALPHABLEND_ON");
             material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
             material.renderQueue = 3000;
             material.SetColor("_Color", cColor = Color.Lerp(cColor, fadeColor, Time.deltaTime * fadeSpeed));


To make it VISIBLE (no transparency)

                 Material material = this.materialCarry.GetComponent<Renderer>().material;
                 material.SetFloat("_Mode", 2);
                 material.SetFloat("_Mode", 2);
                 material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
                 material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
                 material.SetInt("_ZWrite", 1);
                 material.DisableKeyword("_ALPHATEST_ON");
                 material.EnableKeyword("_ALPHABLEND_ON");
                 material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
                 material.renderQueue = 3000;
                 material.SetColor("_Color", cColor = Color.Lerp(cColor, normalColor, Time.deltaTime * fadeSpeed));

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Answer by sumit9236 · Jun 03, 2016 at 11:34 AM

I am facing same problem.

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