Addressables make certain materials invisible in 2021.3.16f1 and 2021.3.15

Updated from 2021.3.8 to 2021.3.16f1 and now building addressables causes certain shaders/materials in URP like the Autodesk Interactive and Simple Lit to not render on Android platform in both Builds and Editor.

Some objects from materials that work in editor become invisible in Android builds on top of this. Keeping the old addressable build from 2021.3.8 works completely fine, but the moment we update or create a new build, the shaders and mats go missing, no errors or warnings in console.

The material and shader seem to get loaded in, they even shows up in the memory profiler, it is just simply invisible unless the shader is updated during runtime.

Solutions attempted:
Rearranging bundles.
Changing editor rendering to vulkan, opengl, directx11.
Adding/removing materials and shaders from addressables.
Adding shaders to always include list in graphics.
Turning off shader stripping.
Going down to 2021.3.15

This problem doesn’t affect all mats, only most, The only one I’ve found so far that seems to build for addressables is URPs Baked Lit, but in build they don’t always render either.

Tried downloading 2021.3.15 to see if it’s able to build correct there and it does not. The only Solution that I have found so far, is making addressable builds in 2021.3.8.

Any help would be greatly appreciated.

+1

Experiencing the same problem. Terrain Material is broken in an asset that is loaded through the Addressable System.
Also RenderTexture is not working in real Build, or when “Using Existing Build” is selected in the Play Mode Script.
Only using “Use Asset Database (fastest)” works without these problems in the Editor.

Any help would be much appreciated!
The Terrain System Resources should be included in the build, as the material works on a terrain that is loaded via SceneManager in our main scene. But when we load an additional combat scene with the same material via Addressables.LoadSceneAsync, the material is missing/not working.

According to the docs, it should be enough to have it placed somewhere in a scene in the build:

Using Addressables version 1.18.19. Is this fixed in a later version?

Same problem in 2021.3.18f1 looking for a fix…

We managed to isolate it to URP’s render pipeline asset in the Quality settings, us replacing our old render pipeline asset with a brand new one fixed it. Some option in there is messing with the Addressables but we haven’t tested it further to figure out which one in particular.

Hey. Its been a year, but could you elaborate on how you resolved it?

We still don’t know why exactly. I can’t really think of anything besides maybe some unknown old post processing setting we might’ve had on. Haven’t had the issue since swapping it out for a new one.

I had a similar problem where no material was rendered. Found a workaround here:

Maybe this will help someone else.

I am experiencing this issue as well in Unity 2020 and addressables 1.21.18. If we load a scene that’s in the build settings, everything is fine. But if we do a clean build of addressable groups and load the same build through LoadSceneAsync, the only things we can see are the skybox and some transparent materials. We are using 90% the standard shader on Scriptable Render Pipeline and it only happens when we build for Android VR.