【问题记录】Shader: On older GPUs/iOS it was impossible to resolve AA and at the same time preserve AA-ed

报错:

On older GPUs/iOS it was impossible to resolve AA and at the same time preserve AA-ed surface for future usage.
Meaning that after resolving AA once (say, by changing RT) the contents are undefined and need to be redrawn, effectively disabling things like after-opaque post effects with MSAA RT.
If you wish to support older devices it is advised to disable MSAA on them (they are too slow for this anyway).
For further information search MTLStoreActionStoreAndMultisampleResolve and 'Combined MSAA store and resolve action'.

问题:

动态加载shader,创建材质球,shader了解不多,具体原因不清楚,欢迎大佬答疑

    public void CreateMaterial()
    {
        Shader shader = Shader.Find("shaderName");
        material = new Material(shader);
    }

解决:

序列化shader,动态创建材质球 

    [SerializeField] Shader shader;
    public void CreateMaterial()
    {
        material = new Material(shader);
    }

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转载自blog.csdn.net/qq_39108767/article/details/120658009
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