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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.
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/
Thanks for the response. Do you know if there is a performance difference if I use an additive shader vs alpha blend one?
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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