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Question by eliseo · Feb 08, 2014 at 06:12 AM ·

How to put opacity in mobile/diffuse

Please someone give me an idea .

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avatar image getyour411 · Feb 08, 2014 at 06:13 AM 0
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You might want to review this thread

http://forum.unity3d.com/threads/133188-Why-is-there-no-built-in-alpha-shader-for-Unity-mobile

FWIW, from that: "But there is a reason why there is no AlphaTest shader for mobile included. On mobile devices it is absurdly heavy and will kill your framerate very fast. So you should always try to avoid alpha testing as much as possible. "

avatar image highpockets · Feb 08, 2014 at 06:24 AM 0
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I think CORE Framework has some mobile optimized shaders, all vert/frag shaders so they don't do the unnecessary calculations of a surface shader. This comes with a $50 price tag I think, but you would be helping out the developer who is a one man show and he is super helpful if you ever have questions about his package

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Answer by SeveneduS · Oct 11, 2017 at 09:06 AM

I have find a bit ugly (in hard code meaning) solution but in my case it was fastest solution.

 public float fadeoutSpeed = 0.1F;
  
 bool fadeOutDone = false;
         
 Shader transparentShader, diffuseShader;
     
 void Start()
 {
     fadeOutDone = false;
     transparentShader = Shader.Find("Legacy Shaders/Transparent/Diffuse");
     diffuseShader     = Shader.Find("Mobile/Diffuse");
 
     StartCoroutine(FadeOut());
 }
         
 IEnumerator FadeOut()
 {
     float a = 0F;
 
     var allChildren = GetComponentsInChildren<Transform>();
 
     List<SkinnedMeshRenderer> mRenderList = new List<SkinnedMeshRenderer>();
 
     int mLen = allChildren.Length;
 
     for (int mr = 0; mr < mLen; ++mr)
     {
         if (allChildren[mr].gameObject.GetComponent<SkinnedMeshRenderer>())
         {
             var m = allChildren[mr].gameObject.GetComponent<SkinnedMeshRenderer>();
             m.material.shader = transparentShader;
             m.material.color = new Color(1, 1, 1, 0);
             mRenderList.Add(m);
         }
     }
         
     while (!fadeOutDone)
     {
         if (a < 1.0F)
         {
             foreach (var child in mRenderList)
             {
                 child.material.color = new Color(1, 1, 1, a);
             }
         }
         else
         {
             fadeOutDone = true;
 
             for (int mr = 0; mr < mLen; ++mr)
             {
                 if (allChildren[mr].gameObject.GetComponent<SkinnedMeshRenderer>())
                 {
                     var m = allChildren[mr].gameObject.GetComponent<SkinnedMeshRenderer>();
                     m.material.shader = diffuseShader;
                     mRenderList.Add(m);
                 }
             }
         }
 
         a += Time.deltaTime * fadeoutSpeed;
         yield return new WaitForSeconds(fadeoutDelay);
     }
     
     yield return null;
 }
 
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