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Question by liortal · Jun 22, 2014 at 12:47 PM · 2dspriterenderingprofiler

Rendering using the Transparent queue

During profiling in the Unity editor, i see that rendering of the transparent queue takes significant amount of time:

alt text

My question is -- how does Unity determine which sprite is drawn in which queue? (i would like to minimize the number of objects in the transparent queue)

screen shot 2014-06-22 at 3.45.00 pm.png (26.4 kB)
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Answer by Dreamora · Jun 22, 2014 at 10:45 PM

The shaders used define in which queue an object is drawn. In case of sprites, all shaders offered render transparently, because they can only rely on the textures pixels to not draw a pixel within the geometry.

You would need to use a true 2D mesh modelled in a modelling software to have 2D without transparency unless its a opaque quad in which case you might need to write an own sprite shader. Doing so is quite easy, just download the builtin shaders (on the download page, follow the link to the old versions and you can find the latest versions on the next page), look at the sprite shaders and combine the sprite diffuse (required for atlas and preview especially) with the normal diffuse shader.

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