Shader "ShapesXR/Unlit/Opaque"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Color("Color", Color) = (1,1,1,1)
    }
    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;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

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

            sampler2D _MainTex;
            float4 _MainTex_ST;
            float4 _Color;

            v2f vert (appdata v)
            {
                v2f o;

                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
                
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.color = v.color;
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                UNITY_TRANSFER_FOG(o,o.vertex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 col = tex2D(_MainTex, i.uv) * _Color * i.color;
                
                UNITY_APPLY_FOG(i.fogCoord, col);

                col.a = 1;
                return col;
            }
            ENDCG
        }
    }
}
