I have came across a weird situation. I have a gameobject that has a standard shader material. The material rendering mode is set to Transparent. This is working fine in the Unity editor, but its transparency is not showing in the build mode.
Remember I am creating an asset bundle of the game objects. Then download it in the player. Yes, I know that the shader variant should be included in the build. So I have this standard shader in the build.
On more thing I want to share is that I try to debug the player. Then, I found that
the Keywords include only
DIRECTIONAL LIGHTPROBE_SH while the same materail in the editor shows keyword
DIRECTIONAL LIGHTPROBE_SH _ALPHABLEND_ON_EMISSION.
Remeber we are createing asset bundle in a seperate workspace while rendering the Asset bundle in a separate workspace. Here are the steps
- Imported the fbx in asset bundle creator workspace and export asset bundle from it.
- We have a seperate workspace that import the asset bundle on runtime.
I fix this issue by when I instantiated the asset bundle I just enable the
_EMISSION keyworkds on the material. (check my answer)
But i don't want this fix because it will add more time in overall asset bundle and downloading and instantaite process.
Update: I found that i am creating asset bundle in a seperate workspace and loading it in a different workspace. If i am making the bundle in the scene workspace then, it work fine. But why? How to resolve this?