     }
     SubShader {
         Tags {
-            "Queue"="AlphaTest"
-            "RenderType"="TransparentCutout"
+            "IgnoreProjector"="True"
+            "Queue"="Transparent"
+            "RenderType"="Transparent"
             "CanUseSpriteAtlas"="True"
             "PreviewType"="Plane"
         }

            #define UNITY_PASS_FORWARDBASE
            #pragma multi_compile _ PIXELSNAP_ON
            #include "UnityCG.cginc"
            #pragma multi_compile_fwdbase_fullshadows
            #pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform float4 _Color;
            uniform sampler2D _mask; uniform float4 _mask_ST;

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