     return pow(c, float4(2.2));
 }
 
+#pragma transparent
 #pragma arguments
 
 float useTexture;

}
_output.color.rgb += specularColor.rgb;

_output.color = srgbToLinear(_output.color);

//_output.color = float4(shadow, shadow, shadow, 1.0);

float3 lightSpecular = linearToSrgb(_lightingContribution.specular);

float3 lightDirection = -scn_lights.direction0.xyz;

// light direction in view space
float3 lightDir = normalize((scn_frame.viewTransform * float4(lightDirection, 0)).xyz);
