// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Custom/Multiply No Soft" {
Properties {
	_MainTex ("Particle Texture", 2D) = "white" {}
	_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
}

Category {
	Tags { "Queue"="Overlay+1" "IgnoreProjector"="True" "RenderType"="Transparent" }
	Blend Zero SrcColor
	Cull Off Lighting Off ZWrite Off ZTest Always
	
	SubShader {
		Pass {
		
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_particles
			#pragma multi_compile_fog

			#include "UnityCG.cginc"

			sampler2D _MainTex;
			fixed4 _TintColor;
			
			struct appdata_t {
				float4 vertex : POSITION;
				fixed4 color : COLOR;
				float2 texcoord : TEXCOORD0;
			};

			struct v2f {
				float4 vertex : SV_POSITION;
				fixed4 color : COLOR;
				float2 texcoord : TEXCOORD0;
			};
			
			float4 _MainTex_ST;

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

			sampler2D_float _CameraDepthTexture;
			float _InvFade;
			
			fixed4 frag (v2f i) : SV_Target
			{
				half4 prev = i.color * tex2D(_MainTex, i.texcoord);
				fixed4 col = lerp(half4(1,1,1,1), prev, prev.a);
				return col;
			}
			ENDCG 
		}
	}
}
}
