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

Shader "Unlit/RenderLine" {
Properties {
	_Color ("Main Color", Color) = (1,1,1,1)
}

SubShader {
	Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
	ZTest Off
	Pass {  
		CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma target 2.0
			
			#include "UnityCG.cginc"

			struct appdata_t {
				half4 color : COLOR;
				float4 vertex : POSITION;
			};

			struct v2f {
				float4 vertex : SV_POSITION;
				half4 color : COLOR;
			};

			fixed4 _Color;
			
			v2f vert (appdata_t v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.color = v.color;
				return o;
			}
			
			fixed4 frag (v2f i) : COLOR
			{
				fixed4 col = _Color*i.color;
				return col;
			}
		ENDCG
	}
}

}