﻿Shader "GVRNavi/Ring"
{
	Properties
	{
		_Color("Color", Color) = (0.5,0.5,0.5,0.5)
		_Brightness("Brightness", float) = 2
		_MainTex ("Particle Texture", 2D) = "white" {}
	}

	Category
	{
		Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
		Blend SrcAlpha OneMinusSrcAlpha
		Cull Off
		Lighting Off
		ZWrite Off
		ZTest Always
	
		SubShader {
			Pass {
		
				CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag

				#include "UnityCG.cginc"

				sampler2D _MainTex;
				fixed4 _Color;
				float _Brightness;
			
				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 * _Color;
					o.texcoord = v.texcoord;
					return o;
				}
			
				fixed4 frag (v2f i) : SV_Target
				{
					fixed4 col = _Brightness * i.color * tex2D(_MainTex, i.texcoord);
					return col;
				}
				ENDCG 
			}
		}	
	}
}