Shader "UI/World Space"
{
    SubShader
    {
        Tags
        {
            "Queue" = "Transparent"
            "IgnoreProjector" = "True"
            "RenderType" = "Transparent"
            "PreviewType" = "Plane"
        }

        Cull Off
        Lighting Off
        ZWrite Off
        ZTest Always
        Blend SrcAlpha OneMinusSrcAlpha

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR0;
                float2 uv       : TEXCOORD0;
            };

            struct v2f
            {
                float4 vertex   : SV_POSITION;
                float4 color    : COLOR0;
                float2 uv       : TEXCOORD0;
            };

            sampler2D _MainTex;

            v2f vert(appdata_t v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.color = v.color;
                o.uv = v.uv;
                return o;
            }

            float4 frag(v2f i) : SV_Target
            {
                float4 color = tex2D(_MainTex, i.uv) * i.color;
                clip(color.a - 0.001);
                return color;
            }
            ENDCG
        }
    }
}