Shader "Course/Lesson14/AppleSolid"
{
    Properties { _Tint ("Tint", Color) = (1, 1, 1, 1) }
    SubShader
    {
        Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" }
        Pass
        {
            Tags { "LightMode" = "SRPDefaultUnlit" }
            HLSLPROGRAM
            #pragma vertex Vert
            #pragma fragment Frag
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            struct Attributes { float3 positionOS : POSITION; };
            struct Varyings { float4 positionCS : SV_POSITION; };
            CBUFFER_START(UnityPerMaterial)
                float4 _Tint;
            CBUFFER_END
            Varyings Vert(Attributes input)
            {
                Varyings output;
                output.positionCS = TransformObjectToHClip(input.positionOS);
                return output;
            }
            float4 Frag() : SV_Target { return _Tint; }
            ENDHLSL
        }
    }
}
