// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "UsayaLib/Obsolete/Sprite-Mask"{
	Properties{
		_MainTex ("Texture", 2D) = "white" {}
	}
	SubShader{
		Tags{
			"Queue" = "Transparent+2"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
		}
        ZWrite Off
        Blend SrcAlpha OneMinusSrcAlpha

        Stencil{
			Ref 1
			Comp Equal
        }

		Pass{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			#include "UnityCG.cginc"

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

			struct v2f{
				float4 vertex : SV_POSITION;
				half2 texcoord : TEXCOORD0;
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;

			v2f vert(appdata_t v){
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
				return o;
			}

			fixed4 frag(v2f i) : COLOR{
				return tex2D(_MainTex, i.texcoord);
			}
			ENDCG
        }
	}
}
