Shader "Game/FullScreen" {
    Properties {
        _MainTex ("Base (RGB) Trans (A)", 2D) = "black" {}
        _Tex2 ("Base2 (RGB) Trans (A)", 2D) = "black" {}
    }
    SubShader {
        Pass {
            Tags {"Queue"="Background" "IgnoreProjector"="True" "RenderType"="Background"}
            ZWrite Off
            Cull Off
            Fog { Mode Off }

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            
            sampler2D _MainTex;
            sampler2D _Tex2;
            
            struct appdata {
                float4 vertex : POSITION;
                float2 texcoord : TEXCOORD0;
                float2 texcoord1 : TEXCOORD1;
            };
            
            struct v2f {
                float4 pos : POSITION;
                float2 texcoord : TEXCOORD0;
                float2 texcoord1 : TEXCOORD1;
            };
            
            float4 _MainTex_ST;
            float4 _Tex2_ST;
            
            v2f vert (appdata v)
            {
                v2f o;
                o.texcoord = v.texcoord;
                o.texcoord1 = v.texcoord1;
                o.pos = v.vertex;
#if UNITY_UV_STARTS_AT_TOP
                o.pos.y = -o.pos.y;
#endif

#if SHADER_API_D3D9 || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_GLCORE
                o.pos.z = 1;
#else
                o.pos.z = 0;
#endif
                o.pos.w = 1;
                return o;
            }
            
            half4 frag (v2f i) : COLOR
            {
                half4 col1 = tex2D(_MainTex, i.texcoord);
                half4 col2 = tex2D(_Tex2, i.texcoord1);
                col1.rgb *= col1.a;
                col1.rgb *= (1-col2.a);
                col2.rgb *= col2.a;
                col1.a = 1;
                col2.a = 1;
                return col1 + col2;
            }
            ENDCG
        }
    }
} 