 				{
 					float4 vertex : SV_POSITION;
 					fixed4 color : COLOR;
-					half2 texcoord : TEXCOORD0;
 				};
 
 				VertexOutput ComputeVertex(VertexInput vertexInput)

				#pragma vertex ComputeVertex
				#pragma fragment ComputeFragment

				sampler2D _MainTex;
				fixed4 _Color;

				struct VertexInput
				{
					float4 vertex : POSITION;
					float2 texcoord : TEXCOORD0;
					float3 normal : NORMAL;
				};


﻿Shader "Custom/NormalShader" {

	Properties {
		_Opacity("opacity", Range(0, 1)) = 0.6
	}

	SubShader {
