Issue with Custom Shader not appearing on addressable/asset bundle loaded objects in Build

Hello everyone, I am having a frustrating issue. I am using this burning system shader (Burning System PBR | Systems | Unity Asset Store) which all works dandy in the editor. However in the builds I make the shader doesnt show/work properly on objects that are loaded with addressables which are all of my building interiors. If I move them to resources and instantiate them there or have them in the scene already they work perfectly fine. I have tried putting the shaders I am using under always included and that hasn’t worked. Does anyone have any ideas what else I could try. The prefabs are too big to have in the scene always or loaded in the resources file cause of the 4GB size limit. I have contacted the developer but he hasn’t been able to get back to me yet. This is the only shader issue I have ever run into with addressables. I am using Unity 2018.4.22 and Addressables 1.2.3

Some weird things can happen with addressables when objects in different groups use the same shaders. To get around this I would suggest;

  1. Put all your needed shaders in always-included.
  2. Create a new addressables group just for shaders and also put all shaders your project uses in that group.
  3. If the above doesn’t work, then I would also suggest having an object in the scene with permanent references to these shaders (just an empty script with a serializable Shader array would do).

Also be aware that things like Shader.Find() can be unpredictable when the shaders themselves are being instanced from elsewhere.