Hi, there I wrote a very simple shader of alphatest, for some reason, I use HLSL instead of surface shader, then I meet a very strange problem: I choose PC platform(pic 1.jpg) first in build setting window, and run the demo in Editor, everything is OK, the AlphaTest work normally. then, I switch platform to Android(pic 2.jpg) and run the demo in Editor again, then something strange happened(pic 3.jpg), it seems the transparent area of the leaves blocked other leaves behind it, but other object behind it(sphere) is OK, it seems there are some rendering order problem in it , but my shader is very simple, i don't know the reason, so i upload the unitypackage, please help me check it. thanks!
Looks like the shader falls back to alpha blending instead of using alpha with a cutout value. You should post the shader code in here. Also some readup in the manual - AlphaTest on mobile platforms: http://docs.unity3d.com/Manual/SL-ShaderPerformance.html
Thanks for your reply, after I post this thread I read the follow thread: http://forum.unity3d.com/threads/alpha-test-in-fragment-shader-doesnt-work-on-mac-and-iphone.133130/ it helped me a lot.