Help integrating Cg code into shaderlab

Hi, I’m new to both Cg and shaderlab, but I do have a little more experience in Cg. I have an extremely simple Cg shader that applies a texture to the active object, I know the Cg code works, but when I translate it into Unity I get a “Material doesn’t have a texture property ‘_MainTex’” and when I select the shader in the project pane, the shader shows a “No subshaders can run on this graphics card” warning, but I find that odd, after all I’m just applying a texture, so any ideas what I’m doing wrong? Here’s the code:
Shader “Custom/SimpleTexture”{

Properties {

_MainTex(“Fire”, 2D) = “white” {}

}

SubShader{

Pass{

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

#include “UnityCG.cginc”

sampler2D _MainTex;

struct v2f
{

float4 position : SV_POSITION;
float2 texcoord : TEXCOORD0;

};

struct a2v
{

float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;

};

float4 _MainTex_ST;

v2f vert(a2v In)
{
v2f OUT;
OUT.position = float4(In.vertex.xy, 0, 1);
OUT.texcoord = TRANSFORM_TEX(In.texcoord, _MainTex);
return OUT;

}

struct C3E3f_Output

{

float4 color : COLOR;

};

float4 frag( v2f In ): COLOR {

float4 color = tex2D(_MainTex, In.texcoord.xy);

return color;

}

ENDCG

}

}

}

Not sure, but I straight copied and pasted your shader and it works.
Make sure you don’t emulate some old graphics card under Edit–>Graphics Emulation, though.

For some reason my player settings were set to build for Android, I set it back to PC and voila! Still it’s surprising to know such a simple shader doesn’t work on Android.