Shader "Oculus/UnlitTransparent" {
	Properties{
		_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
	}

	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;
				float2 texcoord : TEXCOORD0;
			};

			struct v2f {
				float4 vertex : SV_POSITION;
				half2 texcoord : TEXCOORD0;
				UNITY_FOG_COORDS(1)
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;

			v2f vert(appdata_t v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
				UNITY_TRANSFER_FOG(o,o.vertex);
				return o;
			}

			fixed4 frag(v2f i) : SV_Target
			{
				fixed4 col = tex2D(_MainTex, i.texcoord);
				UNITY_APPLY_FOG(i.fogCoord, col);
				return col;
			}
		ENDCG
		}
	}
}