Shader "Hidden/ShowSkeleton"
{
    Properties
    {
        _Color("Color", Color) = (1,1,1,1)
    }

    SubShader
    {
        Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
        Pass
        {
            ZWrite Off
            ZTest Off
            Cull Off

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 2.0
            #pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
            #include "UnityCG.cginc"

            struct appdata_t {
                float4 vertex : POSITION;
                float4 color : COLOR;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };
            struct v2f {
                fixed4 color : COLOR;
                float4 vertex : SV_POSITION;
                UNITY_VERTEX_OUTPUT_STEREO
            };
            float4 _Color;
            v2f vert(appdata_t v)
            {
                v2f o;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.color = v.color * _Color;
                return o;
            }
            fixed4 frag(v2f i) : SV_Target
            {
                return i.color;
            }
            ENDCG
        }
    }
}