
Shader "Custom/Ok/UnlitTransparent"
{
	Properties
	{
		_Color ("Color", Color) = (1,1,1,1)
	    _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
	}
	
	SubShader
	{
	    Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
	    LOD 100
	
	    ZWrite Off
	    Blend SrcAlpha OneMinusSrcAlpha
	
	    Pass
		{
	        CGPROGRAM
	        #pragma vertex vert
	        #pragma fragment frag
	        #pragma target 2.0
	        #pragma multi_compile_fog
	
	        #include "UnityCG.cginc"
	
	        struct appdata_t {
	            float4 vertex : POSITION;
	            float2 texcoord : TEXCOORD0;
	            UNITY_VERTEX_INPUT_INSTANCE_ID
	        };
	
	        struct v2f {
	            float4 vertex : SV_POSITION;
	            float2 texcoord : TEXCOORD0;
	            UNITY_FOG_COORDS(1)
	            UNITY_VERTEX_OUTPUT_STEREO
	        };
	
			fixed4 _Color;
	        sampler2D _MainTex;
	        float4 _MainTex_ST;
	
	        v2f vert (appdata_t v)
	        {
	            v2f o;
	            UNITY_SETUP_INSTANCE_ID(v);
	            UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
	            o.vertex = UnityObjectToClipPos(v.vertex);
	            o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
	            UNITY_TRANSFER_FOG(o,o.vertex);
	            return o;
	        }
	
	        fixed4 frag (v2f i) : SV_Target
	        {
	            fixed4 col = tex2D(_MainTex, i.texcoord);
	            UNITY_APPLY_FOG(i.fogCoord, col);
	            return col * _Color;
	        }
	        ENDCG
	    }
	}
}
