
      sampler2D _VSGrassMap;
      float4 _VSGrassFade;
      half4 _VSTint;


      // no per tex is faster, just final value.
      void VSGrassTexture(inout half3 albedo, Config config, float camDist)
      {
         #if _VSGRASSMAP
            half4 tex = tex2D(_VSGrassMap, config.uv);
            half3 tint = _VSTint.rgb;
            #ifdef UNITY_COLORSPACE_GAMMA
            tint = GammaToLinearSpace(_VSTint.rgb);
            #endif
            tex *= half4(tint, _VSTint.a) * 2;
            float fade = saturate((camDist - _VSGrassFade.x) / max(_VSGrassFade.y, 0.01));
            albedo = lerp(albedo, BlendMult2X(albedo, tex.rgb), saturate(fade * tex.a));
         #endif
      }
