 {
 	Properties
 	{
+		_Color("Color", Color) = (0.25,0.3333333,0.5,1)
 		[HideInInspector] __dirty( "", Int ) = 1
-		_Color("Color", Color) = (0.25,0.3333333,0.5,1)
 	}
 
 	SubShader
 	{
-		Tags{ "RenderType" = "Transparent"  "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
+		Tags{ "RenderType" = "Opaque"  "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
 		Cull Back
 		CGINCLUDE
 		#include "UnityPBSLighting.cginc"

		}
	}
	Fallback "Standard"
	Fallback "Diffuse"
	CustomEditor "ASEMaterialInspector"
}
/*ASEBEGIN
Version=7102
0;45;1440;851;666.8543;474.5124;1;True;True
Node;AmplifyShaderEditor.ColorNode;1;-250.3714,-219.0238;Half;False;Property;_Color;Color;0;0;0.25,0.3333333,0.5,1;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;30,-265;Half;False;True;2;Half;ASEMaterialInspector;0;Lambert;Hasten/Amplify/LambertAlphaColor;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;0;False;0;0;Transparent;0.1;True;True;0;False;Transparent;Transparent;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;False;0;4;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;Add;Add;0;False;0;0,0,0,0;VertexOffset;False;Cylindrical;Relative;0;Standard;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0.0;False;4;FLOAT;0.0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0.0;False;9;FLOAT;0.0;False;10;OBJECT;0.0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;13;OBJECT;0.0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
WireConnection;0;0;1;0
WireConnection;0;9;1;4
ASEEND*/
//CHKSM=E320A5F80BC28166B038977628A1B504FEAAB50C

		ENDCG
		CGPROGRAM
		#pragma surface surf Lambert keepalpha fullforwardshadows 

		ENDCG
		Pass
