// Unlit shader. Simplest possible textured shader.
// - no lighting
// - no lightmap support
// - no per-material color

Shader "Amplify Texture/Unlit/Texture" {
Properties {
	_MainTex ("Base (RGB)", 2D) = "white" {}
	[HideInInspector] _VTInfoBlock( "VT (auto)", Vector ) = ( 0, 0, 0, 0 )
}

SubShader {
	Tags {"RenderType"="Opaque" "Amplify"="True"}
	LOD 100

	Pass {
		CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma target 3.0
			#pragma multi_compile_fog
			#include "UnityCG.cginc"

			#pragma multi_compile _ _VT_SINGLE_MODE
			#include "../Shared.cginc"

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

			struct v2f {
				float4 vertex : SV_POSITION;
				half2 texcoord : TEXCOORD0;
				UNITY_FOG_COORDS(1)
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;

			v2f vert (appdata_t v)
			{
				v2f 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
			{
				float4 col = VTSampleBase( VTComputeVirtualCoord( i.texcoord.xy ) );
				UNITY_APPLY_FOG(i.fogCoord, col);
				UNITY_OPAQUE_ALPHA(col.a);
				return col;
			}
		ENDCG
	}
}

}
