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增加shader打包与变体收集专题
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HotUpdate/README.md

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* [【Unity游戏开发】SpriteAtlas与AssetBundle最佳食用方案](https://www.cnblogs.com/msxh/p/14194756.html)
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* [ 如何隐藏你的热更新 bundle 文件?](https://www.cnblogs.com/skychx/p/how-to-hide-bundle.html)
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* [InjectFix——C#热修复方案分析 & 使用流程](https://blog.csdn.net/qq_33726878/article/details/112525690)
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#### Shader打包与变体收集
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* [Shader变体收集与打包](https://zhuanlan.zhihu.com/p/68888831)
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* [Unity 导出 ShaderVariantCollection](https://networm.me/2019/04/21/unity-export-shadervariantcollection/)
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* [ShaderVariantCollection解决shader_feature丢失](https://www.dazhuanlan.com/2019/12/16/5df6a886cf4dd/)
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* [内置的shader怎么打包?](https://answer.uwa4d.com/question/58e8d7c074c2cac90afa6f36)
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* [Packages 目录下 Shader 打包](https://answer.uwa4d.com/question/5f3d10b19424416784ef1c82)
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* [Unity Shader AssetBundle ShaderVariantCollection](https://blog.csdn.net/kuangben2000/article/details/104099063)
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* [Unity3D Shader加载时机和预编译](https://www.cnblogs.com/rexzhao/p/7884905.html)
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* [一种Shader变体收集和打包编译优化的思路](https://github.com/lujian101/ShaderVariantCollector)
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### ILRuntime相关
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* [ILRuntime官网](https://ourpalm.github.io/ILRuntime/public/v1/guide/index.html)

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