Shader "UsayaLib/3D/Unlit/TextureAdditiveColor" {
    Properties {
        _MainTex ("Texture", 2D) = "white" {}
        _Color ("Texture Color", Color) = (1, 1, 1, 1)
        _AdditiveColor ("Additive Color", Color) = (1, 1, 1, 0)
    }
    SubShader {
        Tags { "RenderType"="Opaque" }
        LOD 100

        Pass {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_fog

            #include "UnityCG.cginc"

            struct appdata {
                float4 vertex : POSITION;
                float4 color : COLOR;
                float2 uv : TEXCOORD0;
            };

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

            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed4 _Color;
            fixed4 _AdditiveColor;

            v2f vert(appdata v){
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                o.color = v.color * _Color;
                UNITY_TRANSFER_FOG(o,o.vertex);
                return o;
            }

            fixed4 frag(v2f i) : SV_Target {
                fixed4 color = tex2D(_MainTex, i.uv) * i.color;
                color.rgb += _AdditiveColor.rgb * _AdditiveColor.a;
                UNITY_APPLY_FOG(i.fogCoord, color);
                return color;
            }
            ENDCG
        }
    }
}
