text: /*
  
  This is simplest and fastest light shader without path tracking. 
  It's works like "Light 1 Point", but ignores obstacles at all.
  It requires no aditional data to work so it could be used with Particle System.
  
  */
  
  Shader "Light2D/Light Ignoring Obstacles" {
  Properties {
  	_MainTex ("Light texture", 2D) = "white" {}
  	_EmissionColorMul ("Emission color mul", Float) = 1
  }
  SubShader {	
  	Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
  
  	LOD 100
  	Blend OneMinusDstColor One
  	Cull Off
  	ZWrite Off
  	Lighting Off
  
  	Pass {  
  		CGPROGRAM
  			#pragma vertex vert
  			#pragma fragment frag
  			#pragma multi_compile ORTHOGRAPHIC_CAMERA PERSPECTIVE_CAMERA
  			#pragma multi_compile LIGHT2D_XY_PLANE LIGHT2D_XZ_PLANE
  			
  			#include "UnityCG.cginc"
  
  			struct appdata_t {
  				float4 vertex : POSITION;
  				float2 texcoord : TEXCOORD0;
  				fixed4 color : COLOR;
  			};
  
  			struct v2f {
  				float4 vertex : SV_POSITION;
  				half2 texcoord : TEXCOORD0;
  				fixed4 color : COLOR;
  				float4 scrPos  : TEXCOORD2;
  			};
  			
  		    sampler2D _ObstacleTex;
  			sampler2D _MainTex;
  			half _EmissionColorMul;
  
  			v2f vert (appdata_t v)
  			{
  				v2f o;
  				o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
  				o.texcoord = v.texcoord;
  				o.scrPos = ComputeScreenPos(o.vertex);
  				o.color = v.color;
  				return o;
  			}
  			
  			fixed4 frag (v2f i) : COLOR
  			{
                  fixed4 tex = tex2D(_MainTex, i.texcoord);
  
  				fixed4 col = i.color*tex*tex.a*i.color.a;
  				col.rgb *= _EmissionColorMul;
                  return col;
  			}
  		ENDCG
  	}
  }
  
  }