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

// Unlit alpha-cutout shader.
// - no lighting
// - no lightmap support
// - no per-material color

Shader "Custom/Transparent Cutout" {
Properties {
	_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
	_Color ("Main color", Color) = (1,1,1,1)

	_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5

	_Stroke ("Stroke alpha", Range(0,1)) = 0.1
	_StrokeColor ("Stroke color", Color) = (1,1,1,1)
}
SubShader {
	Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
	LOD 100

	Lighting Off

	Pass {  
		CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#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;
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;
			fixed _Cutoff;

			half4 _Color;

			fixed _Stroke;
			half4 _StrokeColor;

			v2f vert (appdata_t v) {
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target {
				fixed4 col = tex2D(_MainTex, i.texcoord);
				clip(col.a - _Cutoff);

				if (col.a < _Stroke) {
					col = _StrokeColor;
				} else {
					col = _Color;
				}

				return col;
			}
		ENDCG
	}
}

}
