We need to build our scenes in streamed bundles using the BuildPipeline.BuildPlayer API with BuildOption.BuildAdditionalStreamedScenes as we did in Unity 4.x.
To make the scene beautiful, we also upgrade shaders from old Mobile/Diffuse to the new Standard shader, and also bake the scene with new baking system (no GI, just baked).
However when loading the scene, all standard shader materials are incorrect. All alpha blend and alpha cut materials render just like normal solid object with no transparency. And when checking the material properties, I noticed that all hidden properties of standard shader are revealed.
I’ve read some threads and tested, knowing that the shader is pre-compiled into the assetbundle. And this problem seems like the Standard shader isn’t compiled in right config when built into a streamed scene. Is there a way to control how standard shaders are compiled or it’s just a bug which should be fixed later?