 			}
 			ENDCG
 		}
-
+        
         
 		Pass{
 			Tags{


				// Diffuse(HalfLambert)
				float3 NdotL = dot(N, L);
				float3 diffuse = (NdotL*0.5 + 0.5) * lightCol * SHADOW_ATTENUATION(i);
				// Speculer
			//	float3 specular = pow(max(0.0, dot(reflect(-L, N), V)), _Spec1Power) * _Spec1Color.xyz;  // reflection
				float3 specular = pow(max(0.0, dot(H, N)), _Spec1Power) * _Spec1Color.xyz * lightCol;  // Half vector


			v2f vert(appdata v){
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				o.vertexW = mul(unity_ObjectToWorld, v.vertex);

				o.uv = TRANSFORM_TEX(v.uv, _MainTex);
