Hello, we have been working on interior room arch-viz type project where we have glass windows with pull down shades in front of the glass. The diffuse texture map used for the blinds has an alpha channel in it I am using to create the transparency of the blind material. I used the autodesk interactive shader to compile the various maps including Diffuse, Normal and Roughness. I used the Fade rendering mode in the shader to gain the transparency but I have the same issue if I use Fade or Transparent.
The issue is this blind shows up perfectly well in the Unity Editor and even in game simulation mode. When we do the actual build for the project for IOS (Ipad), we totally loose the blind material, diffuse and transparency. This occurs only when we have the render type set as Deferred. It totally shows in Forward rendering. There are no realtime lights and the whole scene is lightbaked. All objects are static. We are using 2018 LTS
What I am not understanding, is the glass asset itself shows its transparency well either way. I understand that there have been or can be issues with transparent materials using Deferred but if that is the case, how is my glass working? Also, I am trying to understand why a diffuse map with an alpha channel is difficult for the Deferred renderer?
I have read a couple of other posts but they do not seem to address my issue. I have seen some address how transpaarent objects are ordered, issues with glass and some other things but nothing on what I am doing with lightbaking.