 		Tags { "RenderType" = "Opaque" "LightMode" = "ForwardBase" "Queue" = "Transparent" }
 		LOD 200
 		
-		Pass {
-			Name "OUTLINE"
-			Blend SrcAlpha OneMinusSrcAlpha
-		    Cull Front
-		    Lighting Off
-		    
-		    CGPROGRAM
-		    #pragma vertex vert
-		    #pragma fragment frag
-		    #include "UnityCG.cginc"
-		    
-		    uniform float4 _OutlineColor;
-		    uniform float _Outline;
-		    uniform float _DisplacementMagnitude;
-			uniform float _DisplacementVerticalPeriod;
-			uniform float _DisplacementAnimationPeriod;
-		    
-		    struct vertexInput {
-		        float4 pos : POSITION;
-		        float3 normal : NORMAL;
-		    };
-		    struct vertexOutput {
-		        float4 pos : SV_POSITION;
-		        float4 col : COLOR;
-		    };
-		 	
-		    vertexOutput vert(vertexInput i) {
-		        vertexOutput o;
-		        
-		        // Animate the mesh
-		        float3 normalDirection = normalize(mul(float4(i.normal, 0.0), _World2Object).xyz);
-		        float3 displacement = _DisplacementMagnitude * (0.5 + 0.5 * sin(
-					i.pos.y * _DisplacementVerticalPeriod + 
-					_Time.w * _DisplacementAnimationPeriod
-				)) * i.normal;
-				i.pos.xyz += displacement;
-				
-				// Transform the vertex into view coordinates
-		        o.pos = mul(UNITY_MATRIX_MVP, i.pos);
-		        
-		        // Create the outline
-		        float3 normalView = normalize(mul((float3x3)UNITY_MATRIX_MVP, i.normal));
-		        o.pos.xy += normalView.xy * o.pos.z * _Outline;
-		        
-		        // Compute the color
-		        o.col.rgb = _OutlineColor.rgb;
-		        o.col.a = pow(length(normalView.xy), 3);
-				return o;
-		    }
-		    
-		    float4 frag(vertexOutput i) : COLOR
-		    {
-		        return i.col;
-		    }
-		 	
-		    ENDCG
-		}
 		Pass {
 			Name "FORWARD"
 			Blend SrcAlpha OneMinusSrcAlpha

		_DisplacementVerticalPeriod("Displacement Vertical Period", Float) = 10
		_DisplacementAnimationPeriod("Displacement Animation Period", Float) = 1
		_OutlineColor ("Outline Color", Color) = (0,0,0,1)
		_Outline ("Outline width", Float) = 0.01
		
		//_Thickness ("Thickness (R)", 2D) = "bump" {}
		//_Power ("Subsurface Power", Float) = 1.0

				o.lightcolor.rgb = totalLighting * _Color.rgb;
				o.lightcolor.a = clamp(0.8 + 0.2 * specularStrength, 0.8, 1.0);
				o.uv = TRANSFORM_TEX(i.uv, _MainTex);
				
				// Create the outline
		        float3 normalView = normalize(mul((float3x3)UNITY_MATRIX_MVP, i.normal));
		        float outline = saturate(pow(length(normalView.xy), _OutlinePower));
		        o.lightcolor.rgb = lerp(o.lightcolor.rgb, _OutlineColor.rgb, outline);
				
				return o;
			}
			
			float4 frag(vertexOutput i) : COLOR {
				float4 c = i.lightcolor * tex2D(_MainTex, i.uv);
				return c;
			}
			
			ENDCG
