Shader "Amplify Texture/Legacy Shaders/Diffuse" {
Properties {
	_Color ("Main Color", Color) = (1,1,1,1)
	_MainTex ("Base (RGB)", 2D) = "white" {}
	[HideInInspector] _VTInfoBlock( "VT (auto)", Vector ) = ( 0, 0, 0, 0 )
}
SubShader {
	Tags { "RenderType"="Opaque" "Amplify"="True" }
	LOD 200

CGPROGRAM
#pragma surface surf Lambert
#pragma target 3.0
#pragma glsl
#pragma multi_compile _ _VT_SINGLE_MODE
#include "Shared.cginc"

sampler2D _MainTex;
fixed4 _Color;

struct Input {
	float2 uv_MainTex;
};

void surf (Input IN, inout SurfaceOutput o) {
	VirtualCoord vcoord = VTComputeVirtualCoord( IN.uv_MainTex.xy );
	fixed4 c = VTSampleAlbedo( vcoord ) * _Color;
	o.Albedo = c.rgb;
	o.Alpha = c.a;
}
ENDCG
}

Fallback "Amplify Texture/Legacy Shaders/VertexLit"
CustomEditor "VirtualMaterialEditor"
}
