 	
 	hue.z = hue.z * sqrt(max(sqrt(at),0.01));
 	texcol.rgb = hsv2rgb(hue) * _LightColor0.xyz;
-	//return DiffuseLight(i.lightDir, i.normal, texcol, LIGHT_ATTENUATION(i));
 	
-#ifdef ENABLE_CAST_SHADOWS
 	float3 shadowColor = _ShadowColor.rgb * texcol;
 	float attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 );
 	texcol.rgb = lerp( shadowColor, texcol.rgb, attenuation );
-#endif
 	return texcol;
 }
 ENDCG

// Textures
sampler2D _MainTex;
		
#ifdef ENABLE_CAST_SHADOWS
struct v2f
{
	float4 pos    : SV_POSITION;

	
	hue.z = hue.z * sqrt(max(sqrt(at),0.01));
	texcol.rgb = hsv2rgb(hue) * _LightColor0.xyz;

	float3 shadowColor = _ShadowColor.rgb * texcol;
	float attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 );
	texcol.rgb = lerp( shadowColor, texcol.rgb, attenuation );
	return texcol;
}
ENDCG
