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rename
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@ -17,7 +17,7 @@ namespace VRM
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MaterialDescriptor matDesc;
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// legacy "VRM/UnlitTransparentZWrite"
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if (VRMZWriteMaterialImporter.TryCreateParam(data, m_vrm, i, out matDesc))
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if (VRMUnlitTransparentZWriteMaterialImporter.TryCreateParam(data, m_vrm, i, out matDesc))
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{
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return matDesc;
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}
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@ -4,7 +4,7 @@ using VRMShaders;
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namespace VRM
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{
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public static class VRMZWriteMaterialImporter
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public static class VRMUnlitTransparentZWriteMaterialImporter
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{
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public const string ShaderName = "VRM/UnlitTransparentZWrite";
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@ -32,7 +32,7 @@ namespace VRM
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// use material.name, because material name may renamed in GltfParser.
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var name = data.GLTF.materials[materialIdx].name;
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//
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//
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// import as MToon
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//
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matDesc = new MaterialDescriptor(name, MToon.Utils.ShaderName);
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