diff --git a/Assets/VRM10/MToon10/Shaders/vrmc_materials_mtoon_render_pipeline.hlsl b/Assets/VRM10/MToon10/Shaders/vrmc_materials_mtoon_render_pipeline.hlsl index 3b9b81a98..a1199afe4 100644 --- a/Assets/VRM10/MToon10/Shaders/vrmc_materials_mtoon_render_pipeline.hlsl +++ b/Assets/VRM10/MToon10/Shaders/vrmc_materials_mtoon_render_pipeline.hlsl @@ -85,22 +85,22 @@ #ifdef MTOON_URP #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) -#define MTOON_TRANSFER_FOG_AND_LIGHTING(o, outpos, coord, vertex) \ +#define MTOON_TRANSFER_FOG_AND_LIGHTING(output, outpos, coord, vertex) \ OUTPUT_LIGHTMAP_UV(coord.xy, unity_LightmapST, output.lightmapUV); \ OUTPUT_SH(output.normalWS.xyz, output.vertexSH); \ output.fogFactorAndVertexLight = half4(ComputeFogFactor(outpos.z), VertexLighting(output.positionWS, output.normalWS)); \ output.shadowCoord = GetShadowCoord(GetVertexPositionInputs(vertex.xyz)); #else -#define MTOON_TRANSFER_FOG_AND_LIGHTING(o, outpos, coord, vertex) \ +#define MTOON_TRANSFER_FOG_AND_LIGHTING(output, outpos, coord, vertex) \ OUTPUT_LIGHTMAP_UV(coord.xy, unity_LightmapST, output.lightmapUV); \ OUTPUT_SH(output.normalWS.xyz, output.vertexSH); \ output.fogFactorAndVertexLight = half4(ComputeFogFactor(outpos.z), VertexLighting(output.positionWS, output.normalWS)); #endif #else -#define MTOON_TRANSFER_FOG_AND_LIGHTING(o, outpos, coord, vertex) \ - UNITY_TRANSFER_FOG(o, outpos); \ - UNITY_TRANSFER_LIGHTING(o, coord.xy); +#define MTOON_TRANSFER_FOG_AND_LIGHTING(output, outpos, coord, vertex) \ + UNITY_TRANSFER_FOG(output, outpos); \ + UNITY_TRANSFER_LIGHTING(output, coord.xy); #endif // SampleSH