Unity_Addressable_Shaders(着色器)
By default, Unity strips shaders variants that aren't used in any scenes. This can exclude variants that are only used in AssetBundles. To ensure that certain variants are not stripped, include them in the Shader Stripping properties in Graphics Settings.
译:默认情况下,Unity会剥离未在任何场景中使用的着色器变体。这可能会排除仅在AssetBundles中使用的变体。为确保某些变体未被剥离,请在Graphics Settings中的Shader Stripping属性中包含它们。
For example, if you have Addressable assets that use lightmap-related shaders such as Mixed Lights, go to Edit > Project Settings > Graphics > Shader Stripping and set the Lightmap Mode property to Custom.
译:例如,如果您有使用Mixed Lights等光照贴图着色器的Addressable资源,请转到“编辑”>“项目设置”>“图形”>“Shader Stripping”并将“Lightmap Mode”属性设置为“Custom”。
Quality Settings also affect shader variants used in AssetBundles.
译:Quality Settings也会影响在AssetBundles中使用的着色器变体。