 		// Physically based Standard lighting model, and enable shadows on all light types
 		#pragma surface surf Standard addshadow alphatest:_Cutoff
 
-		#pragma target 4.0
+		#pragma target 3.5
 
-        #pragma multi_compile layer_1 layer_2 layer_4 layer_8 layer_16 layer_32
-
-#if defined(layer_1)
-    #pragma instancing_options maxcount:512
-    #define layer_count 1
-#elif defined(layer_2)
-    #pragma instancing_options maxcount:512
-    #define layer_count 2
-#elif defined(layer_4)
-    #pragma instancing_options maxcount:512
-    #define layer_count 4
-#elif defined(layer_8)
-    #pragma instancing_options maxcount:256
-    #define layer_count 8
-#elif defined(layer_16)
-    #pragma instancing_options maxcount:128
-    #define layer_count 16
-#elif defined(layer_32)
-    #pragma instancing_options maxcount:64
-    #define layer_count 32
-#endif
+        #pragma instancing_options maxcount:512
+        #define layer_count 1
 
         UNITY_DECLARE_TEX2DARRAY(_MatTex);
         UNITY_DECLARE_TEX2DARRAY(_BumpMap);

		ENDCG
	}
	FallBack "Diffuse"
    CustomEditor "CreatureSpriteEditor"

}

            fixed m = 0;
            fixed a = 0;
            fixed3 n = fixed3(0.5, 0.5, 1);
//#if defined(layer_1)
            int i = 0;
//#else
//            for (int i = 0; i < layer_count; i++)
//#endif
            {
                float layerIndex = UNITY_ACCESS_INSTANCED_PROP(_LayerIndex)[i];
                fixed4 layerPixel = UNITY_SAMPLE_TEX2DARRAY(_MatTex, float3(IN.uv_MatTex.xy, layerIndex));
