@@ -150,10 +150,10 @@ struct VertexOutput {
150150 float3 Set_LightColor = lightColor.rgb;
151151 float3 Set_BaseColor = lerp ( (_BaseColor.rgb*_MainTex_var.rgb), ((_BaseColor.rgb*_MainTex_var.rgb)*Set_LightColor), _Is_LightColor_Base );
152152 //v.2.0.5
153- float4 _1st_ShadeMap_var = lerp (SAMPLE_TEXTURE2D (_1st_ShadeMap,sampler_MainTex, TRANSFORM_TEX (Set_UV0, _1st_ShadeMap )),_MainTex_var,_Use_BaseAs1st);
153+ float4 _1st_ShadeMap_var = lerp (SAMPLE_TEXTURE2D (_1st_ShadeMap,sampler_MainTex, TRANSFORM_TEX (Set_UV0, _MainTex )),_MainTex_var,_Use_BaseAs1st);
154154 float3 Set_1st_ShadeColor = lerp ( (_1st_ShadeColor.rgb*_1st_ShadeMap_var.rgb), ((_1st_ShadeColor.rgb*_1st_ShadeMap_var.rgb)*Set_LightColor), _Is_LightColor_1st_Shade );
155155 //v.2.0.5
156- float4 _2nd_ShadeMap_var = lerp (SAMPLE_TEXTURE2D (_2nd_ShadeMap,sampler_MainTex, TRANSFORM_TEX (Set_UV0, _2nd_ShadeMap )),_1st_ShadeMap_var,_Use_1stAs2nd);
156+ float4 _2nd_ShadeMap_var = lerp (SAMPLE_TEXTURE2D (_2nd_ShadeMap,sampler_MainTex, TRANSFORM_TEX (Set_UV0, _MainTex )),_1st_ShadeMap_var,_Use_1stAs2nd);
157157 float3 Set_2nd_ShadeColor = lerp ( (_2nd_ShadeColor.rgb*_2nd_ShadeMap_var.rgb), ((_2nd_ShadeColor.rgb*_2nd_ShadeMap_var.rgb)*Set_LightColor), _Is_LightColor_2nd_Shade );
158158 float _HalfLambert_var = 0.5 *dot (lerp ( i.normalDir, normalDirection, _Is_NormalMapToBase ),lightDirection)+0.5 ;
159159
@@ -303,10 +303,10 @@ struct VertexOutput {
303303 //
304304 float3 Set_BaseColor = lerp ( (_BaseColor.rgb*_MainTex_var.rgb*_LightIntensity), ((_BaseColor.rgb*_MainTex_var.rgb)*Set_LightColor), _Is_LightColor_Base );
305305 //v.2.0.5
306- float4 _1st_ShadeMap_var = lerp (SAMPLE_TEXTURE2D (_1st_ShadeMap,sampler_MainTex, TRANSFORM_TEX (Set_UV0, _1st_ShadeMap )),_MainTex_var,_Use_BaseAs1st);
306+ float4 _1st_ShadeMap_var = lerp (SAMPLE_TEXTURE2D (_1st_ShadeMap,sampler_MainTex, TRANSFORM_TEX (Set_UV0, _MainTex )),_MainTex_var,_Use_BaseAs1st);
307307 float3 Set_1st_ShadeColor = lerp ( (_1st_ShadeColor.rgb*_1st_ShadeMap_var.rgb*_LightIntensity), ((_1st_ShadeColor.rgb*_1st_ShadeMap_var.rgb)*Set_LightColor), _Is_LightColor_1st_Shade );
308308 //v.2.0.5
309- float4 _2nd_ShadeMap_var = lerp (SAMPLE_TEXTURE2D (_2nd_ShadeMap,sampler_MainTex, TRANSFORM_TEX (Set_UV0, _2nd_ShadeMap )),_1st_ShadeMap_var,_Use_1stAs2nd);
309+ float4 _2nd_ShadeMap_var = lerp (SAMPLE_TEXTURE2D (_2nd_ShadeMap,sampler_MainTex, TRANSFORM_TEX (Set_UV0, _MainTex )),_1st_ShadeMap_var,_Use_1stAs2nd);
310310 float3 Set_2nd_ShadeColor = lerp ( (_2nd_ShadeColor.rgb*_2nd_ShadeMap_var.rgb*_LightIntensity), ((_2nd_ShadeColor.rgb*_2nd_ShadeMap_var.rgb)*Set_LightColor), _Is_LightColor_2nd_Shade );
311311 float _HalfLambert_var = 0.5 *dot (lerp ( i.normalDir, normalDirection, _Is_NormalMapToBase ),lightDirection)+0.5 ;
312312
0 commit comments