Shader /*ase_name*/"Hidden/Templates/Legacy/Sprites Default"/*end*/
{
	Properties
	{
		[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
		_Color ("Tint", Color) = (1,1,1,1)
		[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
		[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
		/*ase_props*/
	}

	SubShader
	{
		Tags
		{
			"Queue"="Transparent"
			"IgnoreProjector"="True"
			"RenderType"="Transparent"
			"PreviewType"="Plane"
			"CanUseSpriteAtlas"="True"
		}

		Cull Off
		Lighting Off
		ZWrite Off
		Blend One OneMinusSrcAlpha

		/*ase_pass*/
		Pass
		{
		CGPROGRAM
			#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
			#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
			#endif
			#pragma vertex vert
			#pragma fragment frag
			#pragma target 3.5
			#pragma multi_compile _ PIXELSNAP_ON
			#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
			#include "UnityCG.cginc"
			/*ase_pragma*/

			struct appdata_t
			{
				float4 vertex   : POSITION;
				float4 color    : COLOR;
				float2 texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				/*ase_vdata:p=p;uv0=tc0.xy;c=c*/
			};

			struct v2f
			{
				float4 vertex   : SV_POSITION;
				fixed4 color    : COLOR;
				float2 texcoord  : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				/*ase_interp(1,):sp=sp.xyzw;uv0=tc0.xy;c=c*/
			};

			uniform fixed4 _Color;
			uniform float _EnableExternalAlpha;
			uniform sampler2D _MainTex;
			uniform sampler2D _AlphaTex;
			/*ase_globals*/

			v2f vert( appdata_t IN /*ase_vert_input*/ )
			{
				v2f OUT;
				UNITY_SETUP_INSTANCE_ID(IN);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
				UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
				/*ase_vert_code:IN=appdata_t;OUT=v2f*/

				IN.vertex.xyz += /*ase_vert_out:Offset;Float3*/ float3(0,0,0) /*end*/;
				OUT.vertex = UnityObjectToClipPos(IN.vertex);
				OUT.texcoord = IN.texcoord;
				OUT.color = IN.color * _Color;
				#ifdef PIXELSNAP_ON
				OUT.vertex = UnityPixelSnap (OUT.vertex);
				#endif

				return OUT;
			}

			fixed4 SampleSpriteTexture (float2 uv)
			{
				fixed4 color = tex2D (_MainTex, uv);

#if ETC1_EXTERNAL_ALPHA
				// get the color from an external texture (usecase: Alpha support for ETC1 on android)
				fixed4 alpha = tex2D (_AlphaTex, uv);
				color.a = lerp (color.a, alpha.r, _EnableExternalAlpha);
#endif //ETC1_EXTERNAL_ALPHA

				return color;
			}

			fixed4 frag(v2f IN /*ase_frag_input*/ ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID( IN );
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );

				/*ase_frag_code:IN=v2f*/
				fixed4 c = /*ase_frag_out:Color;Float4*/SampleSpriteTexture (IN.texcoord) * IN.color/*end*/;
				c.rgb *= c.a;
				return c;
			}
		ENDCG
		}
	}
	CustomEditor "AmplifyShaderEditor.MaterialInspector"
}