public virtual void AddShaderVariantToCollection(string shaderName, string extensionCode = null) { if (disableShaderVariantCollection) { return; } #if UNITY_EDITOR if (!Application.isPlaying && shaderBindings != null && shaderVariantCollection != null && !string.IsNullOrEmpty(shaderName)) { Shader instancedShader = shaderBindings.GetInstancedShader(shaderName, extensionCode); if (instancedShader != null) { ShaderVariantCollection.ShaderVariant shaderVariant = new ShaderVariantCollection.ShaderVariant(); shaderVariant.shader = instancedShader; //shaderVariant.passType = PassType.Normal; shaderVariantCollection.Add(shaderVariant); // To add only the shader without the passtype or keywords, remove the specific variant but the shader remains shaderVariantCollection.Remove(shaderVariant); } } #endif }