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Question by oquas · Nov 13, 2016 at 09:53 PM · iosrenderingmaterialtransparencyfade

IOS does not render `fade` rendering mode

I am working with vuforia package to create an AR software.

Everything works just fine on the computer. However, IOS messes up.

I am creating some gameObjects dynamically, meaning that with a C# script. Then I am setting the rendering mode of the material of those objects to fade through following piece of code;

 mat.SetFloat("_Mode", 2);
 mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
 mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
 mat.SetInt("_ZWrite", 0);
 mat.DisableKeyword("_ALPHATEST_ON");
 mat.EnableKeyword("_ALPHABLEND_ON");
 mat.DisableKeyword("_ALPHAPREMULTIPLY_ON");
 mat.renderQueue = 3000;

And then I am assigning transparent color to those objects' material

 new Vector4(255,0,0,0.5f);

When I do so, those objects appear red with full opacity, no transparency at all. The strangiest part is, I am using ray tracing technique to detect touch/click on those objects. That works fine on the computer, but iphone does not register any touches on the objects.

Before implementing this transparent material thing, I tried the app on the iphone and the touches were being registered.

I am really confused with this problem and no clue how to tackle it. Would appreciate any helps.

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avatar image VIRNECT_unity · Jul 24, 2018 at 04:54 AM 0
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Did you get any have solution?

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Answer by digableMatt · Nov 01, 2018 at 03:56 PM

I just encountered this @oquas, did you ever find a solution? I am experiencing the same problem where materials set to "fade" appear red and do not honor any alpha setting.

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