(Case 1198492) Shader variant only used in nested shader with local keyword is stripped

Hi. I found that the shader variant with shader_feature_local keyword in nested shader is stripped in player build. In editor, it works and shows correct result.

Here is example shader dependency:
MaterialA using ShaderA with enabled keyword “_MY_VARIANT”
^
ShaderA uses pass of ShaderB
^
ShaderB with shader_feature_local “_MY_VARIANT”

Minimal reproducible project was sent as Case 1198492 and Unity said that they was able to reproduce.

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Thanks for the report!
Issue Tracker link: Unity Issue Tracker - 3D object loses its Shader in the build when there is a Local keyword in Nested Shader

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