Polyspatial load custom shader Error from Remote Addressable bundle

I use shadergraph make a custom color shader,unlit with red color, and make a sphere prefab to use the shader. It work when the project directly content the sphere prefab and shader, also work in vision pro device.

but, when i package the sphere prefab and shader into remote pack with addressables, and download and load from another project, the sphere is loaded, but the color is black, with errors below:

Material ‘red_color’ with Shader ‘Shader Graphs/red_color’ doesn’t have a float or range property ‘_Blend’
Material ‘red_color’ with Shader ‘Shader Graphs/red_color’ doesn’t have a float or range property ‘_Cull’
Material ‘red_color’ with Shader ‘Shader Graphs/red_color’ doesn’t have a float or range property ‘_Surface’
Material ‘red_color’ with Shader ‘Shader Graphs/red_color’ doesn’t have a float or range property ‘_AlphaClip’

Is there any api need to call for polyspatial load remote pack with custom shader?

Does this issue happen only with remote content on a Vision Pro device? If you build for OSX desktop do you see the same issue?

I’m testing this building for Windows. In one project I have a Material, ShaderGraph, and Sphere prefab. I bundled them all into a remote bundle. Then in my second project I load the remote catalog and instantiate the sphere and it all works.

Yes, only with remote content on VisionOS build.

OSX and Windows build work well.

Would you mind submitting a bug report? Your repro case makes it sound like it’s either a bug or something that needs to be documented.

submit with CASE IN-86848

I was told a few months ago here on the forums that extracting shaders from the bundles was not supported by Polyspatial?