Shader "Tiled2Unity/Depth Color Key"
{
	Properties
	{
		[PerRendererData] _MainTex("Tiled Texture", 2D) = "white" {}
		_Color("Tint", Color) = (1,1,1,1)
		_AlphaColorKey("Alpha Color Key", Color) = (0,0,0,0)
		[MaterialToggle] PixelSnap("Pixel snap", Float) = 1
	}

	SubShader
	{
		Tags
		{
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "TransparentCutout"
			"PreviewType" = "Plane"
		}

		Cull Off
		Lighting Off
		ZWrite On
		ZTest LEqual
		Fog{ Mode Off }
		Blend SrcAlpha OneMinusSrcAlpha

		Pass
		{
			CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile DUMMY PIXELSNAP_ON
#include "UnityCG.cginc"

			struct appdata_t
			{
				float4 vertex   : POSITION;
				float4 color    : COLOR;
				float2 texcoord : TEXCOORD0;
			};

			struct v2f
			{
				float4 vertex   : SV_POSITION;
				fixed4 color : COLOR;
				half2 texcoord  : TEXCOORD0;
			};


			fixed4 _Color;

			v2f vert(appdata_t IN)
			{
				v2f OUT;
				OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
				OUT.texcoord = IN.texcoord;
				OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
				OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif

				return OUT;
			}

			sampler2D _MainTex;
			float4 _AlphaColorKey;

			fixed4 frag(v2f IN) : COLOR
			{
				half4 texcol = tex2D(_MainTex, IN.texcoord);

				// The alpha color key is 'enabled' if it has solid alpha
				if (_AlphaColorKey.a == 1 &&
					_AlphaColorKey.r == texcol.r &&
					_AlphaColorKey.g == texcol.g &&
					_AlphaColorKey.b == texcol.b)
				{
					discard;
				}
				else
				{
					texcol = texcol * IN.color;
				}

				return texcol;
			}
			ENDCG
		}
	}

	Fallback "Sprites/Default"
}