Shader "Custom/UV1Sample" {
	Properties
	{
		[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
		_SubTex("SubTexture", 2D) = "white"{}
		_Size("Size", Float) = 0.1

		_StencilComp ("Stencil Comparison", Float) = 8
		_Stencil ("Stencil ID", Float) = 0
		_StencilOp ("Stencil Operation", Float) = 0
		_StencilWriteMask ("Stencil Write Mask", Float) = 255
		_StencilReadMask ("Stencil Read Mask", Float) = 255

		_ColorMask ("Color Mask", Float) = 15
	}

	SubShader
	{
		Tags
		{ 
			"Queue"="Transparent" 
			"IgnoreProjector"="True" 
			"RenderType"="Transparent" 
			"PreviewType"="Plane"
			"CanUseSpriteAtlas"="True"
		}
		
		Stencil
		{
			Ref [_Stencil]
			Comp [_StencilComp]
			Pass [_StencilOp] 
			ReadMask [_StencilReadMask]
			WriteMask [_StencilWriteMask]
		}

		Cull Off
		Lighting Off
		ZWrite Off
		ZTest [unity_GUIZTestMode]
		Fog { Mode Off }
		Blend One Zero
		ColorMask [_ColorMask]

		Pass
		{
		CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"
			
			struct appdata_t
			{
				float4 vertex   : POSITION;
				float4 color    : COLOR;
				float2 texcoord : TEXCOORD0;
				half2 texcoord1  : TEXCOORD1; // new!
			};

			struct v2f
			{
				float4 vertex   : SV_POSITION;
				fixed4 color    : COLOR;
				half2 uv1  : TEXCOORD0;
				half2 uv2  : TEXCOORD1; // new!
			};

			v2f vert(appdata_t IN)
			{
				v2f OUT;
				OUT.vertex = UnityObjectToClipPos(IN.vertex);
				OUT.uv1 = IN.texcoord;
				OUT.uv2 = IN.texcoord1;  // new!
#ifdef UNITY_HALF_TEXEL_OFFSET
				OUT.vertex.xy -= (_ScreenParams.zw-1.0);
#endif
				OUT.color = IN.color;
				return OUT;
			}

			sampler2D _MainTex;
			sampler2D _SubTex;
			float _Size;

			fixed4 frag(v2f IN) : SV_Target
			{
				half4 color = tex2D(_MainTex, IN.uv1) * IN.color;
				color.a = tex2D(_SubTex, IN.uv2 * _Size).a;  // new!
				clip (color.a - 0.01);
				return color;
			}
		ENDCG
		}
	}
}