 }
 _output.color.rgb += specularColor.rgb;
 
+// needs to multiply the alpha value when it uses "#pragma transparent"
+_output.color.rgb *= _output.color.a;
+
 _output.color = srgbToLinear(_output.color);
 
 //_output.color = float4(shadow, shadow, shadow, 1.0);

    return pow(c, float4(2.2));
}

#pragma arguments

float useTexture;

float3 lightSpecular = linearToSrgb(_lightingContribution.specular);

float3 lightDirection = -scn_lights.direction0.xyz;

// light direction in view space
float3 lightDir = normalize((scn_frame.viewTransform * float4(lightDirection, 0)).xyz);
