which makes sense as z culling will ignore not visible pixels.
It might makes sense to render skybox first if it is uses some simple shader just to clear buffers, but for more complex shaders definitely not.
Also the first page says that alpha tested objects are sorted back to front automatically, but the second one says they should be sorted front to back for best performance.
Are these differences between mobile and desktop and should I make my own sorting, not relying on tags, in order to get best performance?
(I’m trying to use OpenGLES 2.0 to display quite a few alpha tested objects)
If you do nothing - alpha-test will be treated as opaque.
If you put it into “alpha-test” render queue [“Queue”=“AlphaTest”], then they will be sorted like opaque, BUT separately, to be after them (read: like in optimization doc).
well, in unity lingo it is RenderQueue that determine if the object is opaque/transparent/whatever. So, as long as you have objects with shaders that are properly marked with queue - it will be all good 8)
well, alpha tests falls inside geometry queue (at the very end of it)
at least for skybox i would push it to be after all opaque geometry. smth like TRANSPARENT-1
*sure with zwrite off and clearing with depth only
but yeah - try this out - i’m not quite THAT proficient in unity rendering order handling