 		ENDCG
 	}
 	FallBack "Diffuse"
-    CustomEditor "CreatureSpriteEditor"
+    //CustomEditor "CreatureSpriteEditor"
 
 }

		// Physically based Standard lighting model, and enable shadows on all light types
		#pragma surface surf Standard addshadow alphatest:_Cutoff

		#pragma target 4.0

        #pragma multi_compile layer_1 layer_2 layer_4 layer_8 layer_16 layer_32

#if defined(layer_1)
    #pragma instancing_options maxcount:512
    #define layer_count 1
#elif defined(layer_2)
    #pragma instancing_options maxcount:512
    #define layer_count 2
#elif defined(layer_4)
    #pragma instancing_options maxcount:512
    #define layer_count 4
#elif defined(layer_8)
    #pragma instancing_options maxcount:256
    #define layer_count 8
#elif defined(layer_16)
    #pragma instancing_options maxcount:128
    #define layer_count 16
#elif defined(layer_32)
    #pragma instancing_options maxcount:64
    #define layer_count 32
#endif

        UNITY_DECLARE_TEX2DARRAY(_MatTex);
        UNITY_DECLARE_TEX2DARRAY(_BumpMap);

            fixed m = 0;
            fixed a = 0;
            fixed3 n = fixed3(0.5, 0.5, 1);
//#if defined(layer_1)
            int i = 0;
//#else
//            for (int i = 0; i < layer_count; i++)
//#endif
            {
                float layerIndex = UNITY_ACCESS_INSTANCED_PROP(_LayerIndex)[i];
                fixed4 layerPixel = UNITY_SAMPLE_TEX2DARRAY(_MatTex, float3(IN.uv_MatTex.xy, layerIndex));
