﻿/*
 *  The MIT License
 *
 *  Copyright 2018-2022 whiteflare.
 *
 *  Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"),
 *  to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
 *  and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
 *
 *  The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
 *
 *  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 *  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
 *  IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
 *  TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */
Shader "UnlitWF/UnToon_Outline/WF_UnToon_OutlineOnly_TransCutout" {

    Properties {
        // 基本
        [WFHeader(Base)]
            _MainTex                ("Main Texture", 2D) = "white" {}
        [HDR]
            _Color                  ("Color", Color) = (1, 1, 1, 1)
        [Toggle(_)]
            _UseVertexColor         ("Use Vertex Color", Range(0, 1)) = 0

        // Alpha
        [WFHeader(Transparent Alpha)]
        [Enum(MAIN_TEX_ALPHA,0,MASK_TEX_RED,1,MASK_TEX_ALPHA,2)]
            _AL_Source              ("[AL] Alpha Source", Float) = 0
        [NoScaleOffset]
            _AL_MaskTex             ("[AL] Alpha Mask Texture", 2D) = "white" {}
        [Toggle(_)]
            _AL_InvMaskVal          ("[AL] Invert Mask Value", Range(0, 1)) = 0
            _Cutoff                 ("[AL] Cutoff Threshold", Range(0, 1)) = 0.5
        [Toggle(_)]
            _AL_AlphaToMask         ("[AL] Alpha-To-Coverage (use MSAA)", Float) = 0

        // アウトライン
        [WFHeaderAlwaysOn(Outline)]
            _TL_Enable              ("[TL] Enable", Float) = 1
            _TL_LineColor           ("[TL] Line Color", Color) = (0.1, 0.1, 0.1, 1)
        [NoScaleOffset]
            _TL_CustomColorTex      ("[TL] Custom Color Texture", 2D) = "white" {}
            _TL_LineWidth           ("[TL] Line Width", Range(0, 1)) = 0.05
        [Enum(NORMAL,0,EDGE,1)]
            _TL_LineType            ("[TL] Line Type", Float) = 0
            _TL_BlendCustom         ("[TL] Blend Custom Color Texture", Range(0, 1)) = 0
            _TL_BlendBase           ("[TL] Blend Base Color", Range(0, 1)) = 0
        [NoScaleOffset]
            _TL_MaskTex             ("[TL] Mask Texture (R)", 2D) = "white" {}
        [Toggle(_)]
            _TL_InvMaskVal          ("[TL] Invert Mask Value", Float) = 0
            _TL_Z_Shift             ("[TL] Z-shift (tweak)", Range(-0.1, 0.5)) = 0

        // Fog
        [WFHeaderToggle(Fog)]
            _TFG_Enable              ("[TFG] Enable", Float) = 0
            _TFG_Color               ("[TFG] Color", Color) = (0.5, 0.5, 0.6, 1)
            _TFG_MinDist             ("[TFG] FadeOut Distance (Near)", Float) = 0.5
            _TFG_MaxDist             ("[TFG] FadeOut Distance (Far)", Float) = 0.8
            _TFG_Exponential         ("[TFG] Exponential", Range(0.5, 4.0)) = 1.0
        [WF_Vector3]
            _TFG_BaseOffset          ("[TFG] Base Offset", Vector) = (0, 0, 0, 0)
        [WF_Vector3]
            _TFG_Scale               ("[TFG] Scale", Vector) = (1, 1, 1, 0)

        // Lit
        [WFHeader(Lit)]
        [Gamma]
            _GL_LevelMin            ("Unlit Intensity", Range(0, 1)) = 0.125
        [Gamma]
            _GL_LevelMax            ("Saturate Intensity", Range(0, 1)) = 0.8
            _GL_BlendPower          ("Chroma Reaction", Range(0, 1)) = 0.8

        [WFHeader(Lit Advance)]
        [Enum(AUTO,0,ONLY_DIRECTIONAL_LIT,1,ONLY_POINT_LIT,2,CUSTOM_WORLD_DIR,3,CUSTOM_LOCAL_DIR,4,CUSTOM_WORLD_POS,5)]
            _GL_LightMode           ("Sun Source", Float) = 0
            _GL_CustomAzimuth       ("Custom Sun Azimuth", Range(0, 360)) = 0
            _GL_CustomAltitude      ("Custom Sun Altitude", Range(-90, 90)) = 45
        [WF_Vector3]
            _GL_CustomLitPos        ("Custom Light Pos", Vector) = (0, 3, 0)
        [Toggle(_)]
            _GL_DisableBackLit      ("Disable BackLit", Range(0, 1)) = 0
        [Toggle(_)]
            _GL_DisableBasePos      ("Disable ObjectBasePos", Range(0, 1)) = 0

        [HideInInspector]
        [WF_FixFloat(0.0)]
            _CurrentVersion         ("2022/09/23", Float) = 0
        [HideInInspector]
        [WF_FixFloat(0.0)]
            _FallBack               ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_OutlineOnly_TransCutout", Float) = 0
    }

    SubShader {
        Tags {
            "RenderType" = "TransparentCutout"
            "Queue" = "AlphaTest"
            "DisableBatching" = "True"
            "IgnoreProjector" = "True"
            "VRCFallback" = "Hidden"
        }

        Pass {
            Name "OUTLINE"
            Tags { "LightMode" = "ForwardBase" }

            Cull FRONT
            AlphaToMask [_AL_AlphaToMask]

            CGPROGRAM

            #pragma vertex vert
            #pragma geometry geom_outline
            #pragma fragment frag

            #pragma target 4.5
            #pragma require geometry

            #define _WF_ALPHA_CUTOUT

            #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE
            #pragma shader_feature_local _ _TL_EDGE_ENABLE
            #pragma shader_feature_local _TL_ENABLE
            #pragma shader_feature_local _VC_ENABLE
            #pragma shader_feature_local_fragment _TFG_ENABLE

            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog
            #pragma multi_compile_instancing
            #pragma multi_compile _ LOD_FADE_CROSSFADE

            #pragma skip_variants SHADOWS_SCREEN SHADOWS_CUBE SHADOWS_SHADOWMASK

            #include "WF_UnToon.cginc"

            ENDCG
        }

        UsePass "Hidden/UnlitWF/WF_UnToon_Hidden/META"
    }

    FallBack "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_OutlineOnly_TransCutout"

    CustomEditor "UnlitWF.ShaderCustomEditor"
}
