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optimized transparent shader?

Discussion in 'Windows' started by tswalk, Sep 14, 2013.

  1. tswalk

    tswalk

    Joined:
    Jul 27, 2013
    Posts:
    1,109
    I have noticed that using any shader with transparency is causing significant drops in frame rates by half.. same affect as enabling shadows in a scene.

    I really dont' see any work-around for this one... I used the default "transparent diffuse" and my frame rates drop from 60 fps to 30... even if this is applied to a scene that has only one object, a camera, and a directional light. (no shadows).

    it seems to make no difference how many objects are in the scene (1 to 200), I even tried creating a simple Rim shader with alpha blending.. same result.

    Is there a specific transparency shader I should be using or some technique I can employ in my custom shaders for this platform to regain some performance?

    [edit]

    I failed to mention that this is targeting ARM platform (Surface RT specifically with Tegra 3)
     
  2. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    If it still does it with mobile/alpha then your problem is what you're rendering and not the shader.
     
  3. tswalk

    tswalk

    Joined:
    Jul 27, 2013
    Posts:
    1,109
    I've tried a primative sphere from both Maya and Unity with three different shaders, a custom rim shader I made, the default transparent/diffuse, and the mobile/transparent/vertex color shaders... same results.