
We need to build our asset bundles for all 3 platforms. When I loaded the bundle, it would use the shader already included in the application (and so it would always be the correct shader, since the shader was already compiled for the current platform whether it be windows, osx, ios or Android). This way, I could exclude the shader from my bundle. My shaders were included in the resources folder and I was able to make the assumption that it would always be there. In 4.x, I used to exclude shaders from my asset bundles. This means that if I am testing in the Editor and have my platgorm set to Android, any asset bundle I load in the Editor will contain pink materials.

This is causing some real issues with shaders.! They turn pink, because, as mentioned above, the shader is precompiled for the target platform and included in the bundle (whether you like it or not!).

Why? Why can't we disable this? I no longer feel in control of what goes in to my bundle. Now in 5.x, dependencies are always collected.

We used to be able to exclude dependencies in 4.x, so we knew exactly what was in our bundles.
