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UNITY_DECLARE_TEX2Dを回避
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@ -8,16 +8,16 @@
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#endif
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// Textures
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UNITY_DECLARE_TEX2D(_MainTex);
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UNITY_DECLARE_TEX2D(_ShadeTex);
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UNITY_DECLARE_TEX2D(_BumpMap);
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UNITY_DECLARE_TEX2D(_ShadingShiftTex);
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UNITY_DECLARE_TEX2D(_EmissionMap);
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UNITY_DECLARE_TEX2D(_MatcapTex);
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UNITY_DECLARE_TEX2D(_RimTex);
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UNITY_DECLARE_TEX2D(_OutlineWidthTex);
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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TEXTURE2D(_ShadeTex); SAMPLER(sampler_ShadeTex);
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TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap);
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TEXTURE2D(_ShadingShiftTex); SAMPLER(sampler_ShadingShiftTex);
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TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap);
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TEXTURE2D(_MatcapTex); SAMPLER(sampler_MatcapTex);
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TEXTURE2D(_RimTex); SAMPLER(sampler_RimTex);
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TEXTURE2D(_OutlineWidthTex); SAMPLER(sampler_OutlineWidthTex);
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// NOTE: "tex2d() * _Time.y" returns mediump value if sampler is half precision in Android VR platform
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UNITY_DECLARE_TEX2D_FLOAT(_UvAnimMaskTex);
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TEXTURE2D_FLOAT(_UvAnimMaskTex); SAMPLER(sampler_UvAnimMaskTex);
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CBUFFER_START(UnityPerMaterial)
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// Vector
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