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Question by ez06 · Dec 01, 2014 at 04:21 AM · profiler

Why do I have so much transparent rendering in Profiler?

I'm making a 2D mobile game and almost all my sprites are opaque. But my Profiler tells me that 95% of my rendering is dedicated to Transparent.

From what I understood from tutorials, Opaque has much less expensive overhead than Transparent, is that correct?

If I'm correct, how do I make sure that these sprites are not rendered as transparent but opaque?

Note: I use the same Material for all my sprites: Sprites-Default. Is there anything better than that for performance on mobile platform?

Thanks in advance

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Answer by PAHeartBeat · Dec 01, 2014 at 04:49 AM

Hi Alex,

It alos depends little on shader and Images, If your Image has alpha chanel or are you using Shader with Blend Option it;s should still count as transparnt rander even you have most area opaque or whole image has color values.

You can check it in scene view using select "Alpha" at second selection boxalt text


screen shot 2014-12-01 at 10.15.45 am.png (101.7 kB)
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avatar image ez06 · Dec 01, 2014 at 12:47 PM 0
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Hi there, thanks for your response. So does that mean that I have to disable the Alpha channel from Photoshop? Or is there something I can do from Unity? Thanks

avatar image PAHeartBeat · Dec 01, 2014 at 01:05 PM 0
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it should depends on your sprite, i think you can use difuse shader if you want to draw whole image as opaque. it will save your transparant rendering

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