Shader "UsayaLib/3D/Unlit/TransparentColor" {
    Properties {
        _TintColor ("Tint Color", Color) = (1, 1, 1, 1)
        _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader {
        Tags {
            "Queue" = "Transparent"
            "IgnoreProjector" = "True"
            "RenderType" = "Transparent"
        }

        Blend SrcAlpha OneMinusSrcAlpha
        Cull Off
        ZWrite Off
        Fog {
            Mode Off
        }

        Pass {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma multi_compile_fog

            #include "UnityCG.cginc"

            struct appdata {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                fixed4 color: COLOR;
            };

            struct v2f {
                float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
                fixed4 color: COLOR;
            };

            fixed4 _TintColor;
            sampler2D _MainTex;
            float4 _MainTex_ST;

            v2f vert(appdata v){
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                o.color = v.color * _TintColor;
                UNITY_TRANSFER_FOG(o,o.vertex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target {
                fixed4 col = i.color * tex2D(_MainTex, i.uv);
                UNITY_APPLY_FOG(i.fogCoord, col);
                return col;
            }
            ENDCG
        }
    }

    Fallback off
}
