// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Hidden/USAYALib/Outline/FlatColor" {
    Properties {
        _MainTex ("Texture", 2D) = "white" {}
    }

    SubShader {

        Blend One One
        Cull Off

        Pass {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };
            struct v2f {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

            v2f vert(appdata v){
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }
            float4 frag(v2f i) : SV_TARGET {
                return step(0.5, (tex2D(_MainTex, i.uv)).a);
            }
            ENDCG
        }
    }
    FallBack Off
}
