// Made with Amplify Shader Editor v1.9.6.3
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "Erosion_Texture"
{
	Properties
	{
		[NoScaleOffset]_Texture0("Texture 0", 2D) = "white" {}
		_Tile("Tile", Vector) = (1,1,0,0)
		[HDR]_Color("Color", Color) = (1,1,1,0)
		_MaskClip("Mask Clip", Range( 0 , 1)) = 0.5
		_AnimationSpeed("Animation Speed", Float) = 0
		[HideInInspector] _texcoord( "", 2D ) = "white" {}
		[HideInInspector] _texcoord2( "", 2D ) = "white" {}
		[HideInInspector] __dirty( "", Int ) = 1
	}

	SubShader
	{
		Tags{ "RenderType" = "TransparentCutout"  "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true"  }
		Cull Off
		Blend SrcAlpha OneMinusSrcAlpha , SrcAlpha OneMinusSrcAlpha
		BlendOp Add , Add
		CGINCLUDE
		#include "UnityShaderVariables.cginc"
		#include "UnityPBSLighting.cginc"
		#include "Lighting.cginc"
		#pragma target 3.0
		#undef TRANSFORM_TEX
		#define TRANSFORM_TEX(tex,name) float4(tex.xy * name##_ST.xy + name##_ST.zw, tex.z, tex.w)
		struct Input
		{
			float4 vertexColor : COLOR;
			float2 uv_texcoord;
			float4 uv2_texcoord2;
		};

		uniform float4 _Color;
		uniform sampler2D _Texture0;
		uniform float2 _Tile;
		uniform float _AnimationSpeed;
		uniform float _MaskClip;

		inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
		{
			return half4 ( 0, 0, 0, s.Alpha );
		}

		void surf( Input i , inout SurfaceOutput o )
		{
			o.Emission = ( i.vertexColor * _Color ).rgb;
			float mulTime10 = _Time.y * _AnimationSpeed;
			float2 panner11 = ( mulTime10 * float2( 1,0 ) + float2( 0,0 ));
			float2 uv_TexCoord9 = i.uv_texcoord * _Tile + panner11;
			float4 tex2DNode2 = tex2D( _Texture0, uv_TexCoord9 );
			o.Alpha = ( tex2DNode2.a * i.vertexColor ).r;
			float clampResult15 = clamp( i.uv2_texcoord2.x , 0.0 , 1.0 );
			clip( 0.0 - clampResult15);
			clip( tex2DNode2.a - _MaskClip );
		}

		ENDCG
		CGPROGRAM
		#pragma surface surf Unlit keepalpha fullforwardshadows 

		ENDCG
		Pass
		{
			Name "ShadowCaster"
			Tags{ "LightMode" = "ShadowCaster" }
			ZWrite On
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma target 3.0
			#pragma multi_compile_shadowcaster
			#pragma multi_compile UNITY_PASS_SHADOWCASTER
			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
			#include "HLSLSupport.cginc"
			#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
				#define CAN_SKIP_VPOS
			#endif
			#include "UnityCG.cginc"
			#include "Lighting.cginc"
			#include "UnityPBSLighting.cginc"
			sampler3D _DitherMaskLOD;
			struct v2f
			{
				V2F_SHADOW_CASTER;
				float2 customPack1 : TEXCOORD1;
				float4 customPack2 : TEXCOORD2;
				float3 worldPos : TEXCOORD3;
				half4 color : COLOR0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};
			v2f vert( appdata_full v )
			{
				v2f o;
				UNITY_SETUP_INSTANCE_ID( v );
				UNITY_INITIALIZE_OUTPUT( v2f, o );
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
				UNITY_TRANSFER_INSTANCE_ID( v, o );
				Input customInputData;
				float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
				half3 worldNormal = UnityObjectToWorldNormal( v.normal );
				o.customPack1.xy = customInputData.uv_texcoord;
				o.customPack1.xy = v.texcoord;
				o.customPack2.xyzw = customInputData.uv2_texcoord2;
				o.customPack2.xyzw = v.texcoord1;
				o.worldPos = worldPos;
				TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
				o.color = v.color;
				return o;
			}
			half4 frag( v2f IN
			#if !defined( CAN_SKIP_VPOS )
			, UNITY_VPOS_TYPE vpos : VPOS
			#endif
			) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID( IN );
				Input surfIN;
				UNITY_INITIALIZE_OUTPUT( Input, surfIN );
				surfIN.uv_texcoord = IN.customPack1.xy;
				surfIN.uv2_texcoord2 = IN.customPack2.xyzw;
				float3 worldPos = IN.worldPos;
				half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
				surfIN.vertexColor = IN.color;
				SurfaceOutput o;
				UNITY_INITIALIZE_OUTPUT( SurfaceOutput, o )
				surf( surfIN, o );
				#if defined( CAN_SKIP_VPOS )
				float2 vpos = IN.pos;
				#endif
				half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
				clip( alphaRef - 0.01 );
				SHADOW_CASTER_FRAGMENT( IN )
			}
			ENDCG
		}
	}
	Fallback "Diffuse"
	CustomEditor "ASEMaterialInspector"
}
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