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Shader From Assetbundle Compiled On PC with Target of Android Platform Turn Pink
I guess it is a bug of Unity: When My Unity in 5.3.4, I compile My Shader to Assetbundle In Android Target Platform with OpenGLES 3.0 of Graphics API . And When Playing I Load My Shader From Assetbundle ,Render the Shader With OpenGL 4.4 of Graphics API that Set in PC Target Platform. It's OK. Shader Render Perfect. Last week I Update My Unity to 5.3.8. Then I Clear All Assetbundle , Recompile All of them, Include shader Assetbundle. But when I load the shader from Assetbundle try to render it , it turn to pink! I Can See that Shader didnt missing and I cannt sellect it that can prove shader is loaded from Assetbundle. So I guess it is error of Graphics API Render. I didnt modify any Graphics API Setting Or Target Platform Setting, My Compute System is Windows 7. I just want to know what Unity 5.3.8 do, which make that PC platform using OpenGL 4.4 couldnt render the shader compiling with Android Target platform and OpenGLES 3.0 normal. it must have some differents
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