Standard Shader is compiled incorrectly in assetbundle

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?

Looks like some shaders (most that not write in fixed function syntax) won’t display correctly when the build target is Android and loaded from editor(even I set the editor platform to Android). But it actually works fine when build and run on Android device.
That’s just really really awful. We have to build the whole set of bundle assets to standalone target in addition to make sure the scene shows properly in editor.