Shader "Hidden/Sprite-Fallback"
{
    Properties
    {
        _MainTex("Diffuse", 2D) = "white" {}
        _MaskTex("Mask", 2D) = "white" {}
        _NormalMap("Normal Map", 2D) = "bump" {}
    }

    HLSLINCLUDE
    #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
    ENDHLSL

    SubShader
    {
        Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "LightweightPipeline" }

        Blend SrcAlpha OneMinusSrcAlpha
        Cull Off
        ZWrite Off

        Pass
        {
            HLSLPROGRAM
            #pragma prefer_hlslcc gles
            #pragma vertex CombinedShapeLightVertex
            #pragma fragment CombinedShapeLightFragment

            struct Attributes
            {
                float3 positionOS   : POSITION;
                float2 uv           : TEXCOORD0;
            };

            struct Varyings
            {
                float4 positionCS  : SV_POSITION;
                float2 uv          : TEXCOORD0;
            };

            TEXTURE2D(_MainTex);
            SAMPLER(sampler_MainTex);
            half4 _MainTex_ST;

            Varyings CombinedShapeLightVertex(Attributes v)
            {
                Varyings o = (Varyings)0;
                o.positionCS = TransformObjectToHClip(v.positionOS);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }

            #include "Packages/com.unity.render-pipelines.lightweight/Shaders/2D/Include/CombinedShapeLightShared.hlsl"

            half4 CombinedShapeLightFragment(Varyings i) : SV_Target
            {
                return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
            }
            ENDHLSL
        }
    }
}
