diff --git a/Assets/VRMShaders/VRM10/MToon10/Resources/VRM10/vrmc_materials_mtoon_input.hlsl b/Assets/VRMShaders/VRM10/MToon10/Resources/VRM10/vrmc_materials_mtoon_input.hlsl index 32a3801fa..f2bed97f5 100644 --- a/Assets/VRMShaders/VRM10/MToon10/Resources/VRM10/vrmc_materials_mtoon_input.hlsl +++ b/Assets/VRMShaders/VRM10/MToon10/Resources/VRM10/vrmc_materials_mtoon_input.hlsl @@ -8,16 +8,16 @@ #endif // Textures -UNITY_DECLARE_TEX2D(_MainTex); -UNITY_DECLARE_TEX2D(_ShadeTex); -UNITY_DECLARE_TEX2D(_BumpMap); -UNITY_DECLARE_TEX2D(_ShadingShiftTex); -UNITY_DECLARE_TEX2D(_EmissionMap); -UNITY_DECLARE_TEX2D(_MatcapTex); -UNITY_DECLARE_TEX2D(_RimTex); -UNITY_DECLARE_TEX2D(_OutlineWidthTex); +TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); +TEXTURE2D(_ShadeTex); SAMPLER(sampler_ShadeTex); +TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); +TEXTURE2D(_ShadingShiftTex); SAMPLER(sampler_ShadingShiftTex); +TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); +TEXTURE2D(_MatcapTex); SAMPLER(sampler_MatcapTex); +TEXTURE2D(_RimTex); SAMPLER(sampler_RimTex); +TEXTURE2D(_OutlineWidthTex); SAMPLER(sampler_OutlineWidthTex); // NOTE: "tex2d() * _Time.y" returns mediump value if sampler is half precision in Android VR platform -UNITY_DECLARE_TEX2D_FLOAT(_UvAnimMaskTex); +TEXTURE2D_FLOAT(_UvAnimMaskTex); SAMPLER(sampler_UvAnimMaskTex); CBUFFER_START(UnityPerMaterial) // Vector