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Question by msue · 19 hours ago · shaderassetbundle

Building assetbundle with XR shader

I have shaders which use XR SPI-releated macros like UNITY_SETUP_INSTANCE_ID. These are compiled into an assetbundle with the BuildPipeline.BuildAssetBundles method.

The shader in the assetbundle will only work correctly for XR projects when the project where the compilation takes place was also set to XR/SPI mode.

Is there some way to build the assetbundle in a defined way, independent from the project's current XR state ?

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