             float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
                 float isFrontFace = ( facing >= 0 ? 1 : 0 );
                 float faceSign = ( facing >= 0 ? 1 : -1 );
-                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
-                float4 _mask_var = tex2D(_mask,TRANSFORM_TEX(i.uv0, _mask));
-                clip((_MainTex_var.a*_Color.a*_mask_var.a) - 0.5);
 ////// Lighting:
 ////// Emissive:
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
                 float3 emissive = (_MainTex_var.rgb*_Color.rgb);
                 float3 finalColor = emissive;
-                return fixed4(finalColor,1);
+                float4 _mask_var = tex2D(_mask,TRANSFORM_TEX(i.uv0, _mask));
+                return fixed4(finalColor,(_MainTex_var.a*_Color.a*_mask_var.a));
             }
             ENDCG
         }
     }
+    CustomEditor "ShaderForgeMaterialInspector"
 }

    }
    SubShader {
        Tags {
            "Queue"="AlphaTest"
            "RenderType"="TransparentCutout"
            "CanUseSpriteAtlas"="True"
            "PreviewType"="Plane"
        }

            #define UNITY_PASS_FORWARDBASE
            #pragma multi_compile _ PIXELSNAP_ON
            #include "UnityCG.cginc"
            #pragma multi_compile_fwdbase
            #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu 
            #pragma target 2.0
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform float4 _Color;
            uniform sampler2D _mask; uniform float4 _mask_ST;
