﻿Shader "Unlit/RayTarget"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _AlphaCutOff ("CutOff", FLOAT) = 0.5
    }
    SubShader
    {
        Pass
        {
            Tags
            {
                "Queue" = "Transparent"
                "RenderType" = "Transparent"
            }
            ZWrite Off
            Cull Off
            ColorMask RGBA
            Blend SrcAlpha OneMinusSrcAlpha

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

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

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

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

            fixed4 frag (v2f i) : SV_Target
            {
                // sample the texture
                fixed4 col = tex2D(_MainTex, i.uv);
                return col;
            }
            ENDCG
        }
        
        Pass
        {
            Tags
            {
                "Queue" = "Opaque"
                "RenderType" = "Opaque"
            }

            ZWrite On
            Cull Off
            ColorMask 0
            Blend Off
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

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

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            float _AlphaCutOff;

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

            fixed4 frag(v2f i) : SV_Target
            {
                // sample the texture
                fixed4 col = tex2D(_MainTex, i.uv);
                if (col.w < _AlphaCutOff)
                {
                    discard;
                }
                return col;
            }
            ENDCG
        }
    }
}
