Work on smooth blending.
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@ -6,6 +6,7 @@ struct v2f
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float4 TexCoordsYZ : TEXCOORD1;
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float4 TexCoordsXZ : TEXCOORD2;
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float4 Normal : TEXCOORD3;
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float Alpha : TEXCOORD4;
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};
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float4 main(v2f IN, uniform sampler2D colourMap : TEXUNIT0) : COLOR
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@ -18,5 +19,5 @@ float4 main(v2f IN, uniform sampler2D colourMap : TEXUNIT0) : COLOR
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//colourMapValue /= 3.0;
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return float4(colourMapValue/*IN.Color.rgb*/, pow(IN.Color.a,0.75));
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return float4(colourMapValue*IN.Color.rgb,pow(IN.Alpha,0.75));
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}
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