Unity_Addressable_Shaders(著色器)
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.
譯:默認(rèn)情況下,Unity會(huì)剝離未在任何場景中使用的著色器變體。這可能會(huì)排除僅在AssetBundles中使用的變體。為確保某些變體未被剝離,請(qǐng)?jiān)贕raphics Settings中的Shader Stripping屬性中包含它們。
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.
譯:例如,如果您有使用Mixed Lights等光照貼圖著色器的Addressable資源,請(qǐng)轉(zhuǎn)到“編輯”>“項(xiàng)目設(shè)置”>“圖形”>“Shader Stripping”并將“Lightmap Mode”屬性設(shè)置為“Custom”。
Quality Settings?also affect shader variants used in AssetBundles.
譯:Quality Settings也會(huì)影響在AssetBundles中使用的著色器變體。