Shader "Unlit/tes"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
		_Color ("Color", Color) = (1,1,1,1)

	}
	SubShader
	{
		Tags { "RenderType"="Opaque" }
		LOD 100
			ZWrite On


		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			// make fog work
			#pragma multi_compile_fog

			#include "UnityCG.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float2 uv : TEXCOORD0;
				// UNITY_FOG_COORDS(1)
				float4 vertex : SV_POSITION;
				float3 ro : TEXCOORD1;
				float3 vert_obspace : TEXCOORD2;
			};

			struct fragOut
			{
				fixed4 col : SV_Target;
				float depth : SV_Depth;
			};


			sampler2D _MainTex;
			float4 _MainTex_ST;
			float4 _Color;

			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.vert_obspace = v.vertex;
				o.ro = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1));

				o.uv = TRANSFORM_TEX(v.uv, _MainTex);
				// UNITY_TRANSFER_FOG(o,o.vertex);
				return o;
			}

			fragOut frag (v2f i)
			{
				// sample the texture
				fixed4 col = tex2D(_MainTex, i.uv);

				// apply fog
				// UNITY_APPLY_FOG(i.fogCoord, col);
				fragOut o;
				// o.col = _Color*0.5;
				o.col.a=1;
				// o.depth = 1;

				float3 rd = normalize(i.vert_obspace - i.ro);
				float d = 0;//-0.1;
			   	float4 vClipPos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, i.vert_obspace));
				// o.depth = (vClipPos.z / vClipPos.w + 1.0) * 0.5 ;

				// o.col.r = o.depth;
				// o.col.gb = i.ro;

				return o;
			}
			ENDCG
		}
	}
}
