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Remove debug code so it actually works
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@ -54,8 +54,8 @@ Shader "ConformalDecals/Feature/BumpedVert"
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//clip(color.a - _Cutoff);
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o.Normal = normal;
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o.Albedo = 1;//normal;//color.rgb;
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o.Alpha = 1;//color.a * _Opacity;
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o.Albedo = color.rgb;
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o.Alpha = color.a * _Opacity;
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}
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ENDCG
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@ -162,8 +162,6 @@ fixed4 frag_forward_base(v2f IN) : SV_Target
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//c += LightingBlinnPhongSmooth(o, lightDir, viewDir, atten);
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c += LightingBlinnPhong(o, worldViewDir, gi);
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c.rgb += o.Emission;
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c.xyz = (worldTan * 0.5) + 0.5;
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c.a = 1;
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return c;
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}
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