// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'


Shader "Hidden/ClearExceptSkyboxShader" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "" {}
	}
	
	// Shader code pasted into all further CGPROGRAM blocks	
	CGINCLUDE
	
	#include "UnityCG.cginc"
	
	struct v2f {
		float4 pos : POSITION;
		float2 uv : TEXCOORD0;
	};
	
	sampler2D _MainTex;
	sampler2D _CameraDepthTexture;
		
	v2f vert( appdata_img v ) {
		v2f o;
		o.pos = UnityObjectToClipPos(v.vertex);
		o.uv = v.texcoord.xy;
		return o;
	} 
	
	half4 frag(v2f i) : COLOR {
		float d = (tex2D (_CameraDepthTexture, i.uv.xy));
		d = Linear01Depth (d);
		clip(0.99-d); // so leave the skybox values, most importantly the alpha
		return 0.0;
	}

	ENDCG 
	
Subshader {
 Pass {
	  ZTest Always Cull Off ZWrite Off
	  Fog { Mode off }      

      CGPROGRAM
      #pragma vertex vert
      #pragma fragment frag
      ENDCG
  }
}

Fallback off
	
} // shader