Shader "Unlit/Line"
{
    SubShader
    {
        Tags { "Queue"="Overlay" "RenderType"="Transparent" }
        Lighting Off
        Cull Off
        ZWrite Off        // 깊이 버퍼 기록 안 함
        ZTest Always      // 항상 그리기
        Blend SrcAlpha OneMinusSrcAlpha

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float4 color : COLOR;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float4 color : COLOR;
            };

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

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