 {
 	Properties
 	{
+		_Color("Color", Color) = (0.25,0.3333333,0.5,1)
 		[HideInInspector] __dirty( "", Int ) = 1
-		_Color("Color", Color) = (0.25,0.3333333,0.5,1)
 	}
 
 	SubShader
 	{
-		Tags{ "RenderType" = "Transparent"  "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
+		Tags{ "RenderType" = "Opaque"  "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
 		Cull Back
 		CGINCLUDE
 		#include "UnityPBSLighting.cginc"

			fixed filler;
		};

		uniform half4 _Color;

		void surf( Input i , inout SurfaceOutput o )
		{


		ENDCG
		CGPROGRAM
		#pragma surface surf Lambert keepalpha fullforwardshadows 

		ENDCG
		Pass
