 			float2 uv_MainTex;
 		};
 		
-		fixed _Cutoff;
 		half _Glossiness;
 		half _Metallic;
 		half4 _Color;

		{
			half4 c = tex2D (_MainTex, i.uv_MainTex) * _Color;

			//if ( c.a <= 0.0 ) discard;

			o.Albedo = c.rgb;
			o.Metallic = _Metallic;
			o.Smoothness = _Glossiness;


		[HideInInspector] _SrcBlend("__src", Float) = 1.0
		[HideInInspector] _DstBlend("__dst", Float) = 0.0
		[HideInInspector]_Cutoff("cutoff", Float) = 0.5
	}
	SubShader
	{
