 float3 lightSpecular = linearToSrgb(_lightingContribution.specular);
 
 float3 lightDirection = -scn_lights.direction0.xyz;
-// DEBUG
-lightDirection = float3(0, -1, 0);
 
 // light direction in view space
 float3 lightDir = normalize((scn_frame.viewTransform * float4(lightDirection, 0)).xyz);

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

_output.color = srgbToLinear(_output.color);

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

    return pow(c, float4(2.2));
}

#pragma transparent
#pragma arguments

float useTexture;
