 			uniform float _DisplacementMagnitude;
 			uniform float _DisplacementVerticalPeriod;
 			uniform float _DisplacementAnimationPeriod;
+			uniform float4 _OutlineColor;
+		    uniform float _OutlinePower;
 			
-			uniform float4 _LightColor0;
+			//uniform float4 _LightColor0;
 			
 			struct vertexInput {
 				float4 pos : POSITION;

				float diffuseStrength = saturate(dot(normalDirection, lightDirecton));
				float specularStrength = pow(saturate(dot(reflect(-lightDirecton, normalDirection), viewDirection)), _Shininess);
				
				float3 diffuseColor = atten * diffuseStrength * _LightColor0.rgb;
				float3 specularColor = diffuseColor * _SpecColor.rgb * specularStrength;
				float3 totalLighting = diffuseColor + specularColor + UNITY_LIGHTMODEL_AMBIENT.rgb;
				

		_DisplacementVerticalPeriod("Displacement Vertical Period", Float) = 10
		_DisplacementAnimationPeriod("Displacement Animation Period", Float) = 1
		_OutlineColor ("Outline Color", Color) = (0,0,0,1)
		_OutlinePower ("Outline Power", Float) = 5
		
		//_Thickness ("Thickness (R)", 2D) = "bump" {}
		//_Power ("Subsurface Power", Float) = 1.0
