Shader "UsayaLib/3D/Unlit/TextureEmission" {
    Properties {
        _MainTex ("Texture", 2D) = "white" {}
        _Color ("Texture Color", Color) = (1, 1, 1, 1)
    }
    SubShader {
        Tags {
            "Queue"="Transparent"
            "RenderType"="Transparent"
        }

        Blend One OneMinusSrcAlpha
        Cull Off
        ZWrite Off
        Fog {
            Mode Off
        }

        Pass {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_particles
            #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;
                float4 vertex : SV_POSITION;
                UNITY_FOG_COORDS(1)
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed4 _Color;

            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 += _Color.rgb;
                color.a *= i.color.a * _Color.a;
                color.rgb *= color.a;
                UNITY_APPLY_FOG_COLOR(i.fogCoord, col, (fixed4)0);
                return color;
            }
            ENDCG
        }
    }
}
