Shader "UI/Particles/Hidden"
{
	Properties
	{
	}
	SubShader
	{
		Tags {"Queue" = "Geometry" "RenderType" = "Opaque"}
		Cull Off Lighting Off ZWrite Off Fog {Mode Off}
		LOD 100

		Pass
	{
		CGPROGRAM
#pragma vertex vert
#pragma fragment frag

		struct v2f {
		float4 vertex : SV_POSITION;
	};

	v2f vert () {
		v2f o;
		o.vertex = fixed4 (0, 0, 0, 0);
		return o;
	}

	fixed4 frag (v2f i): SV_Target
	{
		discard;
	return fixed4 (0, 0, 0, 0);
	}
		ENDCG
	}
	}
}