Addressables Shader Problem

Hello,
I have Addressables and addressables have material inside also I’m getting shader with shader find. I’m checking if material’s shader inside Addressables and shader find result is same. This result is same for editor but when I build and debug it they looks like same but if(material.shader == shader find) callback is false. I don’t know why maybe can It be other reference becuase it is in Addressables. How can I remove this shader from Addressables and can put into Resources or is there any solution. Can anyone help me? Thank you.

Converting strip unused to keep all resolved. I don’t know why it solved problem also I don’t know if this selection have disadvantages. Thank you.

To piggyback on this, if I have an addressable material based on a built-in shader (URP/Lit, URP/BakedLit) and load via addressables should I expect it to function correctly? I’ve seen an issue where the shader settings seem to be coming in zeroed, but with textures intact. This results in “dark mode” where any base color is ignored on the material and only a subsequent reassignment of shader using Shader.Find(“Universal RenderPipeline/Lit”) for example allows it to load.

Just curious if there are additional considerations for addressable mat shaders that I’m not taking into account.

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