Shader "URP/Postprocess/Mirror Character" {
	Properties
	{
	}

	SubShader
	{
		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;
			};

			struct appdata
			{
				float4 vertex : POSITION;
			};

			unlit_v2f vert(appdata v)
			{
				unlit_v2f o;

				VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
				o.pos = vertexInput.positionCS;
				return o;
			}

			half4 frag(unlit_v2f i) : SV_Target
			{
				return 1;
			}
		ENDHLSL
		}
	}
}
