Invisible Sprite when using secondary texture and Addressables.

I found this post from 2020 and it’s exactly the same as mine,
it was locked,it’s 2 years , any advance?Thanks.
https://forum.unity.com/threads/invisible-sprite-when-using-secondary-texture-and-addressables.966865/

I’m seeing exactly the same problem. If I have the sprite loaded into a variable not through addressables it works fine, and I can assign it to Sprite Renderers via code with no issues. But if I load the sprite with a secondary texture normal map via addressables and assign the sprite returned it doesn’t render at all. Looking at the shader in the editor the diffuse map is never set. It is set if I load a sprite that doesn’t have a normal map or if I use a sprite loaded info a variable (so not from addressables). Having a secondary texture seems to make addressables just throw up it’s hands and fail.
I tried loading a normal map texture separately and setting it on the material, but that breaks batching and makes a new material instance for every tile, so it’s not really an option.

So I pulled down 2022.2.0f1 to test this (I’ve been using 2021.3.2f1 LTS). This is still broken. I set up a simple scene with a button and a script that loads a sprite with a normal map from an addressable. With Addressables Window “Play Mode Script” set to Use Asset Database it works fine, when I build addressables and set it to Use Existing Build I get back a sprite but there’s no diffuse texture set when I assign it.

I’ve submitted this to Unity, and they’ve accepted/repro’d it. This is now in the Unity Bug DB:
Unity Issue Tracker - Addressables System Fails to load Sprite with Secondary Texture (Normal Map) (unity3d.com)

Hi @RickSaada1 thanks for reporting this issue. The team will investigate the issue when possible. If it helps only the Use Existing Build script loads assets from bundles. Use Asset Database loads assets through the asset database as the name implies.