             }
             Blend SrcAlpha OneMinusSrcAlpha
             Cull Off
-            
+            ZWrite Off
             
             CGPROGRAM
             #pragma vertex vert

            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
                float4 _mask_var = tex2D(_mask,TRANSFORM_TEX(i.uv0, _mask));
                clip((_MainTex_var.a*_Color.a*_mask_var.a) - 0.5);
////// Lighting:
////// Emissive:
                float3 emissive = (_MainTex_var.rgb*_Color.rgb);
                float3 finalColor = emissive;
                return fixed4(finalColor,1);
            }
            ENDCG
        }
    }
}

            #define UNITY_PASS_FORWARDBASE
            #pragma multi_compile _ PIXELSNAP_ON
            #include "UnityCG.cginc"
            #pragma multi_compile_fwdbase
            #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu 
            #pragma target 2.0
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform float4 _Color;
            uniform sampler2D _mask; uniform float4 _mask_ST;
