I’ve been using this shader that I pieced together and messed around with, but I never thought of how optimized it was for mobile platforms and I am trying to get some more frame rates into my app. So could anyone take a look and let me know if it needs optimization…
I’m not sure what you mean by “Mobile”. I can tell you about iOS, though. Alpha testing on PowerVR chips does not bring a speed benefit in transparent shaders; it’s the opposite. So UT disables “Alphatest Greater 0” on iOS. Aside from that, you’ve got some redundant or unnecessary code. You can make it faster by fixing that, writing a GLSL or Cg version for OpenGL ES 2.0, and if you can, get rid of the tint.
Mobile as in iOS and Android…Unity puts it’s mobile friendly Shaders in the “Mobile” category so that’s why I used mobile in description…
Anyways, I know I have bad code since I’m still relatively new to coding, thanks for this I will give it a try. I hope you understand what I was going for with this shader. I wanted selfilluminaton with alpha transparency…