This case
- Phenomenon: I specified a shader from a script and it looked fine on the PC, but on the Oculus Go it turned magenta.
- cause
- Specify Texture shader using Shader.Find from script
- But the Unity compiler does not know that it is referenced in Shader.Find
- So, they decide “it’s a shader we’re not using” and remove it from the Oculus Go version.
- cope
- Anything under Resources is considered to be a dynamic load target, and it and anything referenced from it are not deleted.
- Then, create an appropriate material under Resources and specify Unlit/Texture.
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