I have noticed that using any shader with transparency is causing significant drops in frame rates by half… same affect as enabling shadows in a scene.
I really dont’ see any work-around for this one… I used the default “transparent diffuse” and my frame rates drop from 60 fps to 30… even if this is applied to a scene that has only one object, a camera, and a directional light. (no shadows).
it seems to make no difference how many objects are in the scene (1 to 200), I even tried creating a simple Rim shader with alpha blending… same result.
Is there a specific transparency shader I should be using or some technique I can employ in my custom shaders for this platform to regain some performance?
[edit]
I failed to mention that this is targeting ARM platform (Surface RT specifically with Tegra 3)