This must be a bug in the newer version of Unity as I’d never had this problem in the past. My characters are very low poly, under 1000 trist for a IOS game. Giving the texture a alpha channel appears to leave the whole thing slightly transparant with horrible zdepth sorting.
Is there any solution to this? Otherwise the game I’m working on about angels and demons, will have no wings. That’s like rats with no tails.
I’ve heard that you can seperate the mesh of the wings and put them on their own texture which will keep the non transparent objects from looking weird.
But won’t this drastically increase the draw count? Not to mention my knight is already fully rigged and animated. Separating the mesh would mean losing all that work and doing it over again.
This has always happened, and is an effect of the transparent shader you’re using not writing to the z-buffer. Transparency in general is hard for graphics cards to manage, so you should never use transparent shaders except where absolutely necessary. As far as performance goes, transparency is worse because you lose the benefits of culling in the tile-based deferred rendering used by the PowerVR chips in iOS devices. Separating the wings out would increase the draw calls by one, which is hardly “drastic”.