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use alpha mask even when unlit (bevyengine#6047)
# Objective - Alpha mask was previously ignored when using an unlit material. - Fixes bevyengine#4479 ## Solution - Extract the alpha discard to a separate function and use it when unlit is true ## Notes I tried calling `alpha_discard()` before the `if` in pbr.wgsl, but I had errors related to having a `discard` at the beginning before doing the texture sampling. I'm not sure if there's a way to fix that instead of having the function being called in 2 places.
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