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Fix MToon material importers ignoring custom shader
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@ -44,7 +44,7 @@ namespace UniVRM10
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// use material.name, because material name may renamed in GltfParser.
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matDesc = new MaterialDescriptor(
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m.name,
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Shader.Find(MToon10Meta.UnityShaderName),
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Shader,
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null,
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Vrm10MToonTextureImporter.EnumerateAllTextures(data, m, mtoon).ToDictionary(tuple => tuple.key, tuple => tuple.Item2.Item2),
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TryGetAllFloats(m, mtoon).ToDictionary(tuple => tuple.key, tuple => tuple.value),
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@ -39,7 +39,7 @@ namespace UniVRM10
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// use material.name, because material name may renamed in GltfParser.
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matDesc = new MaterialDescriptor(
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m.name,
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Shader.Find(MToon10Meta.UnityUrpShaderName),
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Shader,
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null,
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Vrm10MToonTextureImporter.EnumerateAllTextures(data, m, mtoon).ToDictionary(tuple => tuple.key, tuple => tuple.Item2.Item2),
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BuiltInVrm10MToonMaterialImporter.TryGetAllFloats(m, mtoon).ToDictionary(tuple => tuple.key, tuple => tuple.value),
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