Shader "Unlit/GeneratedMeshTranslucent"
{
	Properties
	{
		_Color("Main Color", Color) = (1,1,1,1)
	}

	SubShader{
		Tags {"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
		LOD 100

		ZWrite Off
		Blend SrcAlpha OneMinusSrcAlpha

		Pass {
			CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag
				#pragma target 2.0
				#pragma multi_compile_fog

				#include "UnityCG.cginc"

				struct appdata_t {
					float4 vertex : POSITION;
					UNITY_VERTEX_INPUT_INSTANCE_ID
				};

				struct v2f {
					float4 vertex : SV_POSITION;
					UNITY_FOG_COORDS(0)
					UNITY_VERTEX_OUTPUT_STEREO
				};

				fixed4 _Color;

				v2f vert(appdata_t v)
				{
					v2f o;
					UNITY_SETUP_INSTANCE_ID(v);
					UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
					o.vertex = UnityObjectToClipPos(v.vertex);
					UNITY_TRANSFER_FOG(o,o.vertex);
					return o;
				}

				fixed4 frag(v2f i) : SV_Target
				{
					fixed4 col = _Color;
					UNITY_APPLY_FOG(i.fogCoord, col);
					return col;
				}
			ENDCG
		}
	}

}
