Shader "CrispyPin/uninit"
{
	Properties
	{
	}
	SubShader
	{
		Tags { "RenderType"="Transparent" }
		LOD 100

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			#include "UnityCG.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct v2f
			{
				float4 vertex : SV_POSITION;
				UNITY_VERTEX_OUTPUT_STEREO
			};

			v2f vert (appdata v)
			{
				v2f o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_INITIALIZE_OUTPUT(v2f, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				o.vertex = UnityObjectToClipPos(v.vertex);
				return o;
			}

			fixed4 frag (v2f i) : SV_Target
			{
				fixed4 col;
				col.a = 0.5f;
				return col;
			}
			ENDCG
		}
	}
}
