﻿/*======= (c) Blueprint Reality Inc., 2017. All rights reserved =======*/
Shader "Hidden/BPR/Background Blit" {
	Properties{
		_MainTex("Texture", 2D) = "white" {}
	}

		Category{
		Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
		ColorMask RGBA
		Cull Off Lighting Off ZWrite Off ZTest Off

		SubShader{
		Pass{

		CGPROGRAM
#pragma vertex vert
#pragma fragment frag

#include "UnityCG.cginc"

		sampler2D _MainTex;

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

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

	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) : SV_Target
	{
		float4 col = tex2D(_MainTex, i.texcoord);
		col.a = 1;
	return col;
	}
		ENDCG
	}
	}
	}
}
