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

﻿Shader "Custom/NormalShader" {

	Properties {
		_Color ("MainColor", Color) = (1,1,1,1)
		_MainTexture("MainTexture", 2D) = "white" {}
	}

	SubShader {

				#pragma vertex ComputeVertex
				#pragma fragment ComputeFragment

				float _Opacity;

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

