Shader "Basis/UI/VertexColor"
{
    Properties
    {
        _StencilComp ("Stencil Comparison", Float) = 8
        _Stencil ("Stencil ID", Float) = 0
        _StencilOp ("Stencil Operation", Float) = 0
        _StencilWriteMask ("Stencil Write Mask", Float) = 255
        _StencilReadMask ("Stencil Read Mask", Float) = 255
        _ColorMask ("Color Mask", Float) = 15
    }

    SubShader
    {
        Tags
        {
            "Queue"="Overlay+1"
            "RenderType"="Opaque"
            "PreviewType"="Plane"
        }

        Stencil
        {
            Ref [_Stencil]
            Comp [_StencilComp]
            Pass [_StencilOp]
            ReadMask [_StencilReadMask]
            WriteMask [_StencilWriteMask]
        }

        Cull Off
        Lighting Off
        Fog { Mode Off }
        ZWrite Off
        ZTest Always
        Blend Off
        ColorMask [_ColorMask]

        Pass
        {
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_instancing

            #include "UnityCG.cginc"

            struct appdata
            {
                float3 vertex : POSITION;
                float4 color : COLOR;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float4 color : COLOR;
                UNITY_VERTEX_OUTPUT_STEREO
            };

            v2f vert(appdata v)
            {
                v2f o;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

                o.pos = UnityObjectToClipPos(v.vertex);
                o.color = v.color;
                return o;
            }

            float4 frag(v2f i) : SV_Target
            {
                return i.color;
            }

            ENDHLSL
        }
    }
}