I have a set of shaders that accumulates values in the framebuffer alpha channel over multiple passes (using
This works just fine on the desktop, but the final render becomes fully opaque when I run on an actual Android phone.
If I turn off the final pass, comment out the
Are there known issues with destination alpha blending on Android? Does the default framebuffer on Android have an alpha channel, and if not, how do I change that? Not having either destination alpha or the stencil buffer exposed to us would make a lot of effects very difficult to implement sensibly, can this really be the case? What am I missing?
After Jessy's comment and reading the section on plugins, I can confirm that the default framebuffer on mobile Android devices does not in fact contain an alpha channel. This can be fixed (in a version of Unity that allows plugins) as follows:
create a Plugins/Android directory in Assets take a copy of