Shader "ubu/processing/pix_solid"
{
   Properties
   {
   }
   SubShader
   {
      // No culling or depth
      Cull Off ZWrite Off ZTest Always

      Pass
      {
         CGPROGRAM
         #pragma vertex vert
         #pragma fragment frag

         #include "UnityCG.cginc"

         struct appdata
         {
            float4 vertex : POSITION;
         };

         struct v2f
         {
            float4 vertex : SV_POSITION;
         };

         v2f vert (appdata v)
         {
            v2f o;
            o.vertex = UnityObjectToClipPos(v.vertex);
            return o;
         }

         float4 _Color;

         fixed4 frag (v2f i) : SV_Target
         {
            return _Color;
         }
         ENDCG
      }
   }
}
