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

Shader "UsayaLib/Obsolete/SpriteMask"{
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
	}

	SubShader {
		Tags {
			"Queue" = "Transparent+1"
			"IgnoreProjector" = "True"
		}
		ColorMask 0
		ZWrite Off
		AlphaTest Greater 0.5
		ZTest Always

		Stencil {
			Ref 1
			Comp always
			Pass replace
		}

		Pass {
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			#include "UnityCG.cginc"

			struct appdata_t {
				float4 vertex : POSITION;
				float2 texcoord : TEXCOORD0;
			};

			struct v2f {
				float4 vertex : SV_POSITION;
				half2 texcoord : TEXCOORD0;
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;

			v2f vert(appdata_t v) {
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
				return o;
			}

			fixed4 frag(v2f i) : COLOR {
				fixed4 col = tex2D(_MainTex, i.texcoord);
				if(col.a < 0.1) discard;
				return col;
			}
			ENDCG
		}
	}
}
