Alpha discard, adjust lights for no reason
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@@ -85,6 +85,10 @@ vec4 texture2DAA(texture2D tex, vec2 texCoord) {
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void main() {
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vec4 baseColorTexel = texture2DAA(_Textures[uint(MATERIAL.baseColorTexture)], var.texCoord);
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if (baseColorTexel.a < 0.5) {
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discard;
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}
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vec4 occlusionRoughnessMetallicTexel = texture2DAA(_Textures[uint(MATERIAL.occlusionRoughnessMetallicTexture)], var.texCoord);
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vec4 normalTexel = texture2DAA(_Textures[uint(MATERIAL.normalTexture)], var.texCoord);
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vec4 emissiveTexel = texture2DAA(_Textures[uint(MATERIAL.emissiveTexture)], var.texCoord);
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