Shader "URP/SceneBase/Scene-Simple" {
	Properties {
		_BaseMap ("Base (RGB)", 2D) = "white" {}
		//[Toggle(_Fog)]_Fog("Fog",Float) = 1
	}

	SubShader {
		//Tags { "RenderType" = "Opaque" "LightMode" = "UniversalForward"}
		Tags { "RenderType" = "Opaque"}
		Tags{"LightMode" = "UniversalForward"}
		LOD 200

		HLSLINCLUDE
		#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
		ENDHLSL
		Pass{
			Tags{"LightMode" = "UniversalForward"}
			HLSLPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			//#pragma shader_feature _Fog
			//#pragma multi_compile_fog

			struct unlit_v2f 
			{
				float4 pos : SV_POSITION;
				float2 texcoord : TEXCOORD0;
				float fogCoord : TEXCOORD1;
				float4 uv2 : TEXCOORD3;
			};

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};
			unlit_v2f vert(appdata v)
			{
				unlit_v2f o;

				VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
				o.pos = vertexInput.positionCS;
				o.fogCoord = vertexInput.positionCS.z;
				o.texcoord = TRANSFORM_TEX(v.uv, _BaseMap);
				return o;
			}

			half4 frag(unlit_v2f i) : SV_Target
			{
				half4 col = SampleAlbedoAlpha(i.texcoord, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
				// #ifdef _Fog
				// half density = ComputeFogFactor(i.fogCoord);
				// col.rgb = MixFog(col.rgb, density);
				// #endif
				return col;
			}
		ENDHLSL
		}
	}
}
