 		float4 _AdditiveColor;
 		sampler2D _MainTex;
 		sampler2D _ExtraTex;
-		sampler2D _PreviousNormal;
+		sampler2D _GrabTexture;
 
 		struct v2f {
 			float4  pos : SV_POSITION;
 			float2  uv : TEXCOORD0;
+			float4  grabPos : TEXCOORD1;
 		};
 
 		float4 _MainTex_ST;

{
	Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}

	GrabPass
    {
        "_PreviousNormal"
    }

	Pass
	{

		half4 frag(v2f i) : COLOR
		{
		    // Get previous normal map from grab pass,
			half4 previous = tex2Dproj(_GrabTexture, i.grabPos);
		    // Get current texture and mask textures
			half4 current = tex2D(_MainTex, i.uv);
			half4 extra = tex2D(_ExtraTex, i.uv);
