Shader "Hidden/Overdraw-Transparent"
{
	SubShader
	{
		Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "RenderPipeline" = "UniversalPipeline"}

		Pass
		{
			LOD 100
			Fog {Mode off}
			ZWrite Off
			ZTest Always
			Blend One One
			Cull Off

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
			};

			struct v2f
			{
				float4 vertex : SV_POSITION;
			};

			v2f vert(appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				return o;
			}

			fixed4 frag(v2f i) : SV_Target
			{
				return fixed4(0.1, 0.04, 0.02, 0);
			}

			ENDCG
		}
	}
}