Shader "PXR/Neo3"
{
    Properties
    {
        [NoScaleOffset] _MainTex("Texture", 2D) = "white" {}
        [KeywordEnum(CutOff,Transparent)]_RenderMode("RenderMode",float) = 0
    }
        CGINCLUDE
#include "UnityCG.cginc"
            struct appdata
        {
            float4 vertex : POSITION;
            float2 uv : TEXCOORD0;
        };

        struct v2f
        {
            float2 uv : TEXCOORD0;
            float4 vertex : SV_POSITION;
        };
        uniform sampler2D _MainTex;
        uniform float4 _MainTex_ST;
        uniform float _AlphaScale;

        v2f vert(appdata v)
        {
            v2f o;
            o.vertex = UnityObjectToClipPos(v.vertex);
            o.uv = TRANSFORM_TEX(v.uv, _MainTex);
            return o;
        }

        fixed4 frag(v2f i) : SV_Target
        {
            fixed4 col = tex2D(_MainTex, i.uv);

            #if defined(_RENDERMODE_CUTOFF)
            clip(col.a - 0.1);
            #elif defined(_RENDERMODE_TRANSPARENT)

            #endif
            return col;
        }
            ENDCG
            SubShader
        {
            Tags
            {
                "RenderType" = "Opaque"
                "IgnoreProjector" = "True"
                "RenderPipeline" = "UniversalPipeline"
            }
                LOD 100
                ZWrite On
                ZTest On
                Pass
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma shader_feature  _RENDERMODE_CUTOFF _RENDERMODE_TRANSPARENT
                ENDCG
            }
        }
        SubShader
        {
            Tags
            {
                "RenderType" = "Opaque"
                "IgnoreProjector" = "True"
            }
            LOD 100
            ZWrite On
            ZTest On
            Pass
            {
                Tags
                {
                    "Queue" = "Geometry"
                }
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma shader_feature  _RENDERMODE_CUTOFF _RENDERMODE_TRANSPARENT
                ENDCG
            }
        }
}