Why do I have so much transparent rendering in Profiler?

I’m making a 2D mobile game and almost all my sprites are opaque.
But my Profiler tells me that 95% of my rendering is dedicated to Transparent.

From what I understood from tutorials, Opaque has much less expensive overhead than Transparent, is that correct?

If I’m correct, how do I make sure that these sprites are not rendered as transparent but opaque?

Note: I use the same Material for all my sprites: Sprites-Default. Is there anything better than that for performance on mobile platform?

Thanks in advance

Hi Alex,

It alos depends little on shader and Images, If your Image has alpha chanel or are you using Shader with Blend Option it;s should still count as transparnt rander even you have most area opaque or whole image has color values.

You can check it in scene view using select “Alpha” at second selection box[36196-screen+shot+2014-12-01+at+10.15.45+am.png|36196]