Too many texture interpolators would be used

Hey Everyone,

I’m getting the error “Too many texture interpolators would be used for ForwardBase pass at line 14”.

I do not know much about shader coding, so I’m having trouble figuring out what I’ve done wrong.

Any help would be very appreciated.

Shader "WMS/Reflection" {
Properties {
   _Color ("Main Color", Color) = (1,1,1,1)
   _SpecColor ("Specular Color", Color) = (1, 1, 1, 1)
   _MainTex ("Texture", 2D) = "white" {}
   _BumpMap ("Bumpmap", 2D) = "bump" {}
   _SpecMap ("Specular (R) Polish (G)", 2D) = "black" {}
   _Cube ("Cubemap", CUBE) = "" {}
SubShader {
   Tags { "RenderType" = "Opaque" }
   LOD 400
#pragma surface surf BlinnPhong
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _SpecMap;
samplerCUBE _Cube;
fixed4 _Color;
half _Shininess;   
struct Input {
    float2 uv_MainTex;
    float2 uv_BumpMap;
    float2 uv_SpecMap;
    float3 worldRefl;
void surf (Input IN, inout SurfaceOutput o) {
     fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
	 fixed4 specTex = tex2D(_SpecMap, IN.uv_SpecMap);
	 o.Albedo = tex.rgb * _Color.rgb;
	 o.Gloss = specTex.r;
	 o.Specular = specTex.g;
	 o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
     o.Emission = texCUBE (_Cube, WorldReflectionVector (IN, o.Normal)).rgb;
Fallback "Specular"

Do you need 3 different uv sets? It seems that maintex, BumpMap and SpecMap all have the same tiling and offset.
Try using uv_MainTex for all 3 texture samplings.

solve it by remove some sampler2D variable and related uv variable.And solved.
I guess 5.0 lower the sampler2D quantity maximum limit.