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Help Wanted Shader variants collection within asset bundle

Discussion in 'Open Projects' started by studentutu, Feb 9, 2021.

  1. studentutu


    Oct 22, 2017
    In the past - whenever you tried to use a real Android bundle on a PC to check that - it will throw shader errors in the scene loaded from that bundle (Pink shader).

    With addressable, it should be easier, but the thing is - addressable uses the same asset bundle approach with scene and data.

    Create a shader variant collection in the editor. Mark it to use for addresables scene. Inside the runtime - use shader variant collection from asset bundle.

    So, given an a shader variant which you would like to use inside the app, that goes into a bundle, will it breaks when used from the bundle?