﻿/*
 *  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/WF_Gem_Transparent" {

    Properties {
        // 基本
        [WFHeader(Gem Surface)]
        [HDR]
            _Color                  ("Color", Color) = (0.8, 0.4, 0.4, 1)
            _MainTex                ("Main Texture", 2D) = "white" {}
            _AlphaFront             ("Transparency (front)", Range(0, 1)) = 0.5
            _AlphaBack              ("Transparency (back)", Range(0, 1)) = 0.8
        [Toggle(_)]
            _UseVertexColor         ("Use Vertex Color", Range(0, 1)) = 0

        [WFHeaderToggle(Gem Background)]
            _GMB_Enable             ("[GMB] Enable", Float) = 0
        [HDR]
            _GMB_ColorBack          ("[GMB] Background Color", Color) = (0.2, 0.2, 0.2, 1)
        [Enum(OFF,0,FRONT,1,BACK,2)]
            _GMB_BackCulllMode      ("[GMB] Background CullMode", Float) = 1

        // Flake
        [WFHeaderToggle(Gem Flake)]
            _GMF_Enable             ("[GMF] Enable", Float) = 1
        [PowerSlider(2.0)]
            _GMF_FlakeSizeFront     ("[GMF] Flake Size (front)", Range(0, 1)) = 0.1
        [PowerSlider(2.0)]
            _GMF_FlakeSizeBack      ("[GMF] Flake Size (back)", Range(0, 1)) = 0.25
            _GMF_FlakeShear         ("[GMF] Shear", Range(0, 1)) = 0.5
            _GMF_FlakeBrighten      ("[GMF] Brighten", Range(0, 8)) = 2
            _GMF_FlakeDarken        ("[GMF] Darken", Range(0, 8)) = 0.5
            _GMF_Twinkle            ("[GMF] Twinkle", Range(0, 4)) = 2
            _GMF_BlendNormal        ("[GMF] Blend Normal", Range(0, 1)) = 0.1

        // Reflection
        [WFHeaderToggle(Gem Reflection)]
            _GMR_Enable             ("[GMR] Enable", Float) = 1
            _GMR_Power              ("[GMR] Blend Power", Range(0, 1)) = 1
        [NoScaleOffset]
            _GMR_Cubemap            ("[GMR] CubeMap", Cube) = "" {}
            _GMR_Brightness         ("[GMR] Brightness", Range(0, 1)) = 0
            _GMR_Monochrome         ("[GMR] Monochrome Reflection", Range(0, 1)) = 1
            _GMR_CubemapPower       ("[GMR] 2nd CubeMap Power", Range(0, 2)) = 1
            _GMR_CubemapHighCut     ("[GMR] 2nd CubeMap Hi-Cut Filter", Range(0, 1)) = 0
            _GMR_BlendNormal        ("[GMR] Blend Normal", Range(0, 1)) = 0.1

        // Alpha
        [WFHeader(Transparent Alpha)]
        [WF_FixNoTexture]
            _AL_MaskTex             ("[AL] Alpha Mask Texture", 2D) = "white" {}
        [HideInInspector]
        [WF_FixFloat(0.0)]
            _AL_Source              ("[AL] Alpha Source", Float) = 0
        [HideInInspector]
        [WF_FixFloat(0.0)]
            _AL_InvMaskVal          ("[AL] Invert Mask Value", Range(0, 1)) = 0
            _AL_Power               ("[AL] Power", Range(0, 2)) = 0.8
            _AL_Fresnel             ("[AL] Fresnel Power", Range(0, 2)) = 1
        [Enum(OFF,0,ON,1)]
            _AL_ZWrite              ("[AL] ZWrite", int) = 0

        // 法線マップ
        [WFHeaderToggle(NormalMap)]
            _NM_Enable              ("[NM] Enable", Float) = 0
        [NoScaleOffset]
            _BumpMap                ("[NM] NormalMap Texture", 2D) = "bump" {}
            _BumpScale              ("[NM] Bump Scale", Range(0, 2)) = 1.0
        [Enum(NONE,0,X,1,Y,2,XY,3)]
            _FlipMirror             ("[NM] Flip Mirror", Float) = 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_Transparent", Float) = 0
    }

    SubShader {
        Tags {
            "RenderType" = "Transparent"
            "Queue" = "Transparent"
            "VRCFallback" = "UnlitTransparent"
        }

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

            Cull [_GMB_BackCulllMode]
            ZWrite [_AL_ZWrite]
            Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha

            CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag_gem_back

            #pragma target 3.0

            #define _WF_ALPHA_FRESNEL
            #define _WF_FACE_BACK
            #define _WF_MOBILE

            #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 _NM_ENABLE
            #pragma shader_feature_local _VC_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_Gem.cginc"

            ENDCG
        }

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

            Cull BACK
            ZWrite [_AL_ZWrite]
            Blend One OneMinusSrcAlpha, One OneMinusSrcAlpha

            CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag_gem_front

            #pragma target 3.0

            #define _WF_ALPHA_FRESNEL
            #define _WF_MOBILE

            #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 _NM_ENABLE
            #pragma shader_feature_local _VC_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_Gem.cginc"

            ENDCG
        }
    }

    FallBack "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent"

    CustomEditor "UnlitWF.ShaderCustomEditor"
}
