Fix MToon material importers ignoring custom shader

This commit is contained in:
Udayshankar Ravikumar 2026-01-22 01:34:43 +05:30
parent 5f5b3be5d2
commit fbae0d857f
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GPG Key ID: 4FAC816DF9F011A0
2 changed files with 2 additions and 2 deletions

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

View File

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