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Question by w34edrtfg · Jun 16, 2015 at 07:18 PM · renderingtransparent

Transparent rendering mode doesn't work in windows build

Unity: 5.0.2f1

Lang: C#

I'm trying to set a GameObject to transparent rendering mode, ingame. It works perfectly in the editor mode, but does nothing in the windows build.

This is what i'm doing:

 // make object semitransparent
 Material m = transform.parent.GetComponent<Renderer>().material;
         Color color = m.color;
         color.a = 0.5f;
 
         m.SetFloat("_Mode", 3f);
         m.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
         m.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
         m.EnableKeyword("_ALPHABLEND_ON");
         m.renderQueue = 3000;
         m.SetColor("_Color", color);

¿Why doesn't work in Windows Build?

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Answer by BeauWorlds · Nov 18, 2015 at 09:36 AM

Hi, If there are no other materials present in a scene in your project then unity will not include that transparent render mode when compiling. You need to have a material that uses fade in a scene somewhere or in the Resources folder for it to be compiled. I believe that this could be your problem.

Hope this can help

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avatar image Bonfire-Boy · Nov 18, 2015 at 11:31 AM 0
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Compiled shaders can be big, so you don't want Unity putting them all in the build just in case they're used.

Like you say, Unity works out what's used by looking at materials used, so if a shader is only ever added to a material in code, it won't be found and won't be included in the build.

But, the easy way to make sure a shader is included is just to add the shader to the "always included" list in ProjectSettings/Graphics.

avatar image GoneMadStudios · Jun 05, 2017 at 12:25 AM 0
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Solved my problem, thank you!

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