PC端加载安卓AB包资源显示紫色的问题 根据经验我们知道这是正常的到安卓手机就会正常。但还是很影响调试体验。我们想弄一个脚本在编辑器状态自动找到它的着色器的编辑器版本重新指定。不同的资源会使用不同的着色器必须根据资源身上的着色器名字找到编辑器下的版本。我们不想给所有预制体挂一遍脚本所以在实例化资源时加上这个脚本。需要把Instantiate封装一下整个项目克隆预制体不再使用原生Instantiate。封装版本里面执行一个事件。问题就是怎么从AB包物体的材质的着色器得到这个着色器在编辑器的版本。尝试AssetDatabase.GetAssetPath获得物体实例的着色器的编辑器路径public static void AssignEditorShader(GameObject go) { Renderer[] renderers go.GetComponentsInChildrenRenderer(); foreach (Renderer renderer in renderers) { foreach (var mat in renderer.sharedMaterials) { string path AssetDatabase.GetAssetPath(mat.shader); Debug.Log(${go}的着色器在{path});全部返回了空。AB包加载的预制体和克隆体的着色器和编辑器的已经不是一个对象。实现那么我们通过着色器名字的匹配。弄一个SO记录用到的着色器列表生成字典。public static event ActionGameObject OnCloneGlobal; public static GameObject CloneStatic(GameObject prefab) { if (prefab null) { Debug.LogError($资源为空); return null; } if (!(prefab is GameObject)) { Debug.LogError($不是GO无法克隆); return null; } GameObject go UnityEngine.Object.Instantiate(prefab); OnCloneGlobal?.Invoke(go); return go; }using System.Collections; using System.Collections.Generic; using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif namespace MyFarm { public class ReassignShader:MonoBehaviour { [ContextMenu(打印着色器名字)] void PrintShaders() { Renderer[]renderers GetComponentsInChildrenRenderer(); foreach (Renderer renderer in renderers) { foreach (var mat in renderer.sharedMaterials) { Debug.Log(mat.shader.name); } } } #if UNITY_EDITOR static ShaderRecorderSO _shaderRecorderSO; static Dictionarystring, Shader _shaderDic; static Dictionarystring, Shader shaderDic { get { if(_shaderDic null) { _shaderRecorderSO AssetDatabase.LoadAssetAtPathShaderRecorderSO (Assets/New Shader Recorder SO.asset); if(_shaderRecorderSO null) { Debug.LogError(加载着色器盘失败); return null; } _shaderDic new(); foreach(var shader in _shaderRecorderSO.shaders) { shaderDic[shader.name] shader; } } return _shaderDic; } } public static void AssignEditorShader(GameObject go) { Renderer[] renderers go.GetComponentsInChildrenRenderer(); foreach (Renderer renderer in renderers) { foreach (var mat in renderer.sharedMaterials) { string shaderName mat.shader.name; if (shaderDic.ContainsKey(shaderName)) { mat.shader shaderDic[shaderName]; } else { Debug.LogError($着色器{shaderName}在SO里不存在); } } } } #endif } }using System.Collections; using System.Collections.Generic; using UnityEngine; using MyFW; namespace MyFarm { [CreateAssetMenu(menuName MyFarm/着色器记录)] public class ShaderRecorderSO : ScriptableObject { public ListShader shaders; } }#if UNITY_EDITOR MyResInfo.OnCloneGlobal ReassignShader.AssignEditorShader; #endif