// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Glow" {
    Properties{
        _MainTex("Texture", 2D) = "white" {}
        _Color("Color", Color) = (1,1,1,1)
        _Glow("Intensity", Range(0, 3)) = 1
    }
        SubShader{
            Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
            LOD 100
            Cull Off
            ZWrite On
            Blend SrcAlpha OneMinusSrcAlpha

            Pass {
                CGPROGRAM
                    #pragma vertex vert
                    #pragma fragment frag

                    sampler2D _MainTex;
                    half4 _MainTex_ST;
                    fixed4 _Color;
                    half _Glow;

                    struct vertIn {
                        float4 pos : POSITION;
                        half2 tex : TEXCOORD0;
                    };

                    struct v2f {
                        float4 pos : SV_POSITION;
                        half2 tex : TEXCOORD0;
                    };

                    v2f vert(vertIn v) {
                        v2f o;
                        o.pos = UnityObjectToClipPos(v.pos);
                        o.tex = v.tex * _MainTex_ST.xy + _MainTex_ST.zw;
                        return o;
                    }

                    fixed4 frag(v2f f) : SV_Target {
                        fixed4 col = tex2D(_MainTex, f.tex);
                        col *= _Color;
                        col *= _Glow;
                        return col;
                    }
                ENDCG
            }
        }
}