In Unity Engine, I wrote a custom transparent shader(I use blend to achieve) for crystal effect and it's totally fine on Windows. However, when it's on iOS platform, the crystal always culls everything so that if a wall is on the front of the crystal, you still can see the crystal while on Windows you only see the wall.
I tried to change ztest to Greater, on Windows if something culls the crystal it will render so it's what I want while on iOS, the crystal will never render.