Shader "Unlit"
{
	Properties
	{
		_Color("Color", Color) = (1,1,1,1)
		[HideInInspector] __dirty( "", Int ) = 1
	}

	SubShader
	{
		Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" "IsEmissive" = "true"  }
		Cull Back
		CGPROGRAM
		#pragma target 3.0
		#pragma surface surf Unlit keepalpha addshadow fullforwardshadows 
		struct Input
		{
			half filler;
		};

		uniform float4 _Color;

		inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
		{
			return half4 ( 0, 0, 0, s.Alpha );
		}

		void surf( Input i , inout SurfaceOutput o )
		{
			o.Emission = _Color.rgb;
			o.Alpha = 1;
		}

		ENDCG
	}
	Fallback "Diffuse"
}