I built my prototype to iOS for the first time yesterday. It’s using a Cloud shader that does depth-based blending, similar to how soft particles work.
For some reason, this shader doesn’t work on iOS, where it just shows up fully opaque.
Here is the shader: SOURCE CODE.
Are there any special steps to use Depth-based effects on iOS/Metal? I have added the PostProcessing stack for AO, but that should also enable the Camera to render Depth. (It says: “Info: renders Depth Texture”)
I also added a cube with a Soft Particle material (Particles/Standard Unlit) for comparison.
Other Info:
- Unity 2019.2.8f1
- using Metal
- iOS13
- PostProcessing stack v2.1.6