 ﻿Shader "Custom/NormalShader" {
 
 	Properties {
-		_Color ("MainColor", Color) = (1,1,1,1)
-		_MainTexture("MainTexture", 2D) = "white" {}
+		_Opacity("opacity", Range(0, 1)) = 0.6
 	}
 
 	SubShader {

					VertexOutput vertexOutput;

					vertexOutput.vertex = mul(UNITY_MATRIX_MVP, vertexInput.vertex);
					vertexOutput.texcoord = vertexInput.texcoord;
					float3 vertexNormal = abs(vertexInput.normal);
					vertexOutput.color = float4(vertexNormal.x, vertexNormal.y,
						vertexNormal.z, 1);
					return vertexOutput;
				}

				fixed4 ComputeFragment(VertexOutput vertexOutput) : SV_Target
				{
					return tex2D(_MainTex, vertexOutput.texcoord) * vertexOutput.color;
				}

				ENDCG

				#pragma vertex ComputeVertex
				#pragma fragment ComputeFragment

				float _Opacity;

				struct VertexInput
				{
					float4 vertex : POSITION;
					float3 normal : NORMAL;
				};

