How to add built-in shaders in an Android build #688
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dibenedetto
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EDIT:
I found that putting them into the "Alwais Included Shaders" solves the problem.
Anyway, is this the right solution?
I recently found that a possible bug in using built-in shaders, in
BuiltInMaterialGenerator.cs
:If line 1 returns null we have a problem in line 2.
In my case, the app running on an Android device doesn't find the
glTF/PbrMetallicRoughness
shader, even if it is apparently included in glTFast package. If I try to copy the package Shader directory into project Assets, I get a conflict warning from the editor.How will I ensure that those shaders are included in the Android build?
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