// Unlit shader. Simplest possible colored shader.
// - no lighting
// - no lightmap support
// - no texture

Shader "Unlit/RenderLineEffect" {
	Properties
	{
		_TintColor("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5)
		_MainTex("Particle Texture", 2D) = "white" {}
	}
		Category{
		Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
		//BlendOp Add, Max
		Blend One One//, One One
		Cull Off
		ColorMask RGB
		Lighting Off
		ZTest Off

		SubShader{
		Pass{
		CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile_particles
#include "UnityCG.cginc"

		sampler2D _MainTex;
	fixed4 _TintColor;

	struct appdata_t {
		float4 vertex : POSITION;
		fixed4 color : COLOR;
		float2 texcoord : TEXCOORD0;
	};

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

	uniform float4 _MainTex_ST;

	v2f vert(appdata_t v)
	{
		v2f o;
		o.vertex = UnityObjectToClipPos(v.vertex);
		o.color = v.color;
		o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
		UNITY_TRANSFER_FOG(o,o.vertex);
		return o;
	}
	fixed4 frag(v2f i) : SV_Target
	{
		fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
	col.rgb *= col.a;
	//col.a = 0.004;
	UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
	return col;
	}
		ENDCG
	}
	}
	}

}