Abhishek Jain
Abhishek Jain

Reputation: 199

Unity LoadAssetBundles changes Material into Pink ? (URP)

In Unity URP when i load Assetbundle from server all it's materials shaders are correct but object becomes PINK. Any Idea how to resolve this?

Upvotes: 3

Views: 4880

Answers (1)

Manish kumar
Manish kumar

Reputation: 33

The materials might appear pink only in the Editor. It should work fine in build.

However, it can get pretty annoying to see pink color everywhere on the game screen. You can use the below script to fix this in Editor.

using TMPro;
using UnityEngine;
using UnityEngine.UI;

#if UNITY_EDITOR
    public static class AssetBundleEditorUtil
    {
        public static void FixShadersForEditor(GameObject prefab)
        {
            var renderers = prefab.GetComponentsInChildren<Renderer>(true);
            foreach (var renderer in renderers)
            {
                ReplaceShaderForEditor(renderer.sharedMaterials);
            }

            var tmps = prefab.GetComponentsInChildren<TextMeshProUGUI>(true);
            foreach (var tmp in tmps)
            {
                ReplaceShaderForEditor(tmp.material);
                ReplaceShaderForEditor(tmp.materialForRendering);
            }
            
            var spritesRenderers = prefab.GetComponentsInChildren<SpriteRenderer>(true);
            foreach (var spriteRenderer in spritesRenderers)
            {
                ReplaceShaderForEditor(spriteRenderer.sharedMaterials);
            }

            var images = prefab.GetComponentsInChildren<Image>(true);
            foreach (var image in images)
            {
                ReplaceShaderForEditor(image.material);
            }
            
            var particleSystemRenderers = prefab.GetComponentsInChildren<ParticleSystemRenderer>(true);
            foreach (var particleSystemRenderer in particleSystemRenderers)
            {
                ReplaceShaderForEditor(particleSystemRenderer.sharedMaterials);
            }

            var particles = prefab.GetComponentsInChildren<ParticleSystem>(true);
            foreach (var particle in particles)
            {
                var renderer = particle.GetComponent<Renderer>();
                if (renderer != null) ReplaceShaderForEditor(renderer.sharedMaterials);
            }
        }

        public static void ReplaceShaderForEditor(Material[] materials)
        {
            for (int i = 0; i < materials.Length; i++)
            {
                ReplaceShaderForEditor(materials[i]);
            }
        }

        public static void ReplaceShaderForEditor(Material material)
        {
            if (material == null) return;

            var shaderName = material.shader.name;
            var shader = Shader.Find(shaderName);

            if (shader != null) material.shader = shader;
        }
    }
#endif

Upvotes: 3

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