as a workaround i’m adding shaders to always included shaders, and/or doing this to all loaded bundles,
foreach (Renderer r in go.GetComponentsInChildren<Renderer>(includeInactive: true))
{
var material = Shader.Find(r.material.shader.name);
r.material.shader = null;
r.material.shader = material;
}
var rs = obj.GetComponentsInChildren(true);
for (int i = 0; i < rs.Length; i++)
{
for (int j = 0; j < rs*.materials.Length; j++)* { rs_.materials[j].shader = Shader.Find(rs*.materials[j].shader.name); } }* but, windows is not working._
If “Always included shaders” is not used, is there a specification that can not load custom shaders from assetbundle?
In my software, it is possible to load asset bundles containing shaders that are not included in the software. It works in WebGL, it does not work on PC. If this is a specification, I need to think about other implementation methods.