Shader "Unlit/TestReportShader"
{
    Properties
    {
    }
    SubShader
    {
        Tags { "RenderType"="Transparent" }
        LOD 100

        ZWrite Off
        Blend SrcAlpha OneMinusSrcAlpha

        Pass
        {
            CGPROGRAM
            #pragma target 2.0
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                fixed4 color : COLOR;
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
                fixed4 color : COLOR;
            };

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.color.rgba = v.color;
                return o;
            }

            fixed4 frag (v2f i) : SV_Target { return i.color; }
            ENDCG
        }
    }
}