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Merge pull request #2811 from saturday06/fix-unity-6.1-shader-util-warnings
Unity 6.2 以降で ShaderUtil の一部のメンバーが Obsolete 警告を出すのに対応
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commit
1e7976eb5f
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@ -34,14 +34,14 @@ namespace UniGLTF
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foreach (var material in materials)
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{
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var shader = material.shader;
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int propertyCount = ShaderUtil.GetPropertyCount(shader);
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int propertyCount = shader.GetPropertyCount();
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for (int i = 0; i < propertyCount; i++)
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{
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if (ShaderUtil.GetPropertyType(shader, i) == ShaderUtil.ShaderPropertyType.TexEnv)
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if (shader.GetPropertyType(i) == UnityEngine.Rendering.ShaderPropertyType.Texture)
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{
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if ((material.GetTexture(ShaderUtil.GetPropertyName(shader, i)) != null))
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if (material.GetTexture(shader.GetPropertyName(i)) != null)
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{
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var textureName = material.GetTexture(ShaderUtil.GetPropertyName(shader, i)).name;
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var textureName = material.GetTexture(shader.GetPropertyName(i)).name;
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if (!textureNameList.Contains(textureName))
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textureNameList.Add(textureName);
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}
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@ -93,7 +93,7 @@ namespace VRM
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{
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switch (propItem.PropertyType)
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{
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case ShaderUtil.ShaderPropertyType.Color:
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case UnityEngine.Rendering.ShaderPropertyType.Color:
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{
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property.FindPropertyRelative("BaseValue").vector4Value = propItem.DefaultValues;
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@ -107,7 +107,7 @@ namespace VRM
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}
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break;
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case ShaderUtil.ShaderPropertyType.TexEnv:
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case UnityEngine.Rendering.ShaderPropertyType.Texture:
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{
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property.FindPropertyRelative("BaseValue").vector4Value = propItem.DefaultValues;
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@ -24,7 +24,7 @@ namespace VRM
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if (m.shader.name == "VRM/MToon")
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{
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// [Unity列挙]
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// * UnityEditor.ShaderUtil により Shader の Property を列挙する。Editor専用。
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// * Shader の Property を列挙する。Editor専用。
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// * あらかじめEditorで実行して property 一覧をハードコーディングしてある `Assets\VRMShaders\VRM\IO\Runtime\VRM\PreExportShaders_VRM.cs` 界隈。
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// * 今は "VRM/MToon" のみ
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//
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@ -14,7 +14,7 @@ namespace VRM
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[Serializable]
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public struct PropItem
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{
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public ShaderUtil.ShaderPropertyType PropertyType;
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public UnityEngine.Rendering.ShaderPropertyType PropertyType;
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public Vector4 DefaultValues;
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}
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#endif
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@ -42,14 +42,14 @@ namespace VRM
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#if UNITY_EDITOR
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var propNames = new List<string>();
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for (int i = 0; i < ShaderUtil.GetPropertyCount(material.shader); ++i)
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for (int i = 0; i < material.shader.GetPropertyCount(); ++i)
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{
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var propType = ShaderUtil.GetPropertyType(material.shader, i);
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var name = ShaderUtil.GetPropertyName(material.shader, i);
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var propType = material.shader.GetPropertyType(i);
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var name = material.shader.GetPropertyName(i);
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switch (propType)
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{
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case ShaderUtil.ShaderPropertyType.Color:
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case UnityEngine.Rendering.ShaderPropertyType.Color:
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// 色
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item.PropMap.Add(name, new PropItem
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{
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@ -59,7 +59,7 @@ namespace VRM
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propNames.Add(name);
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break;
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case ShaderUtil.ShaderPropertyType.TexEnv:
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case UnityEngine.Rendering.ShaderPropertyType.Texture:
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// テクスチャ
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{
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name += "_ST";
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@ -33,15 +33,15 @@ namespace VRM
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public ShaderProperty[] Properties;
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#if UNITY_EDITOR
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static ShaderPropertyType ConvType(ShaderUtil.ShaderPropertyType src)
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static ShaderPropertyType ConvType(UnityEngine.Rendering.ShaderPropertyType src)
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{
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switch (src)
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{
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case ShaderUtil.ShaderPropertyType.TexEnv: return ShaderPropertyType.TexEnv;
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case ShaderUtil.ShaderPropertyType.Color: return ShaderPropertyType.Color;
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case ShaderUtil.ShaderPropertyType.Float: return ShaderPropertyType.Float;
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case ShaderUtil.ShaderPropertyType.Range: return ShaderPropertyType.Range;
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case ShaderUtil.ShaderPropertyType.Vector: return ShaderPropertyType.Vector;
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case UnityEngine.Rendering.ShaderPropertyType.Texture: return ShaderPropertyType.TexEnv;
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case UnityEngine.Rendering.ShaderPropertyType.Color: return ShaderPropertyType.Color;
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case UnityEngine.Rendering.ShaderPropertyType.Float: return ShaderPropertyType.Float;
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case UnityEngine.Rendering.ShaderPropertyType.Range: return ShaderPropertyType.Range;
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case UnityEngine.Rendering.ShaderPropertyType.Vector: return ShaderPropertyType.Vector;
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default: throw new NotImplementedException();
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}
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}
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@ -49,10 +49,10 @@ namespace VRM
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public static ShaderProps FromShader(Shader shader)
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{
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var properties = new List<ShaderProperty>();
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for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); ++i)
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for (int i = 0; i < shader.GetPropertyCount(); ++i)
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{
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var name = ShaderUtil.GetPropertyName(shader, i);
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var propType = ShaderUtil.GetPropertyType(shader, i);
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var name = shader.GetPropertyName(i);
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var propType = shader.GetPropertyType(i);
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properties.Add(new ShaderProperty(name, ConvType(propType)));
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}
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@ -16,14 +16,14 @@ namespace UniVRM10
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var propNames = new List<string>();
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var hasError = false;
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for (int i = 0; i < ShaderUtil.GetPropertyCount(material.shader); ++i)
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for (int i = 0; i < material.shader.GetPropertyCount(); ++i)
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{
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var propType = ShaderUtil.GetPropertyType(material.shader, i);
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var name = ShaderUtil.GetPropertyName(material.shader, i);
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var propType = material.shader.GetPropertyType(i);
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var name = material.shader.GetPropertyName(i);
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switch (propType)
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{
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case ShaderUtil.ShaderPropertyType.Color:
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case UnityEngine.Rendering.ShaderPropertyType.Color:
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// 色
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{
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if (!PreviewMaterialItem.TryGetBindType(name, out var bindType))
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@ -50,7 +50,7 @@ namespace UniVRM10
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}
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break;
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case ShaderUtil.ShaderPropertyType.TexEnv:
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case UnityEngine.Rendering.ShaderPropertyType.Texture:
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break;
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}
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}
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@ -75,18 +75,18 @@ namespace UniVRM10
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Assert.AreEqual(lhs.name, rhs.name);
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Assert.AreEqual(lhs.shader, rhs.shader);
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var sb = new StringBuilder();
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for (int i = 0; i < ShaderUtil.GetPropertyCount(lhs.shader); ++i)
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for (int i = 0; i < lhs.shader.GetPropertyCount(); ++i)
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{
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var prop = ShaderUtil.GetPropertyName(lhs.shader, i);
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var prop = lhs.shader.GetPropertyName(i);
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if (s_ignoreProps.Contains(prop))
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{
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continue;
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}
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switch (ShaderUtil.GetPropertyType(lhs.shader, i))
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switch (lhs.shader.GetPropertyType(i))
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{
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case UnityEditor.ShaderUtil.ShaderPropertyType.Color:
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case UnityEditor.ShaderUtil.ShaderPropertyType.Vector:
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case UnityEngine.Rendering.ShaderPropertyType.Color:
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case UnityEngine.Rendering.ShaderPropertyType.Vector:
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{
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var l = lhs.GetVector(prop);
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var r = rhs.GetVector(prop);
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@ -97,8 +97,8 @@ namespace UniVRM10
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}
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break;
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case UnityEditor.ShaderUtil.ShaderPropertyType.Float:
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case UnityEditor.ShaderUtil.ShaderPropertyType.Range:
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case UnityEngine.Rendering.ShaderPropertyType.Float:
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case UnityEngine.Rendering.ShaderPropertyType.Range:
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{
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var l = lhs.GetFloat(prop);
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var r = rhs.GetFloat(prop);
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@ -109,7 +109,7 @@ namespace UniVRM10
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}
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break;
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case UnityEditor.ShaderUtil.ShaderPropertyType.TexEnv:
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case UnityEngine.Rendering.ShaderPropertyType.Texture:
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{
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var l = lhs.GetTextureOffset(prop);
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var r = rhs.GetTextureOffset(prop);
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