// Made with Amplify Shader Editor v1.9.2.2
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "Floor"
{
	Properties
	{
		_Grid("Grid", 2D) = "black" {}
		_Logo("Logo", 2D) = "black" {}
		_Mask("Mask", 2D) = "black" {}
		_Float0("Float 0", Float) = 1
		_Color0("Color 0", Color) = (0,0,0,0)
		[HideInInspector] _texcoord( "", 2D ) = "white" {}
		[HideInInspector] __dirty( "", Int ) = 1
	}

	SubShader
	{
		Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" }
		Cull Back
		CGPROGRAM
		#include "UnityPBSLighting.cginc"
		#include "UnityShaderVariables.cginc"
		#pragma target 3.0
		#define ASE_USING_SAMPLING_MACROS 1
		#if defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (defined(SHADER_TARGET_SURFACE_ANALYSIS) && !defined(SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER))//ASE Sampler Macros
		#define SAMPLE_TEXTURE2D(tex,samplerTex,coord) tex.Sample(samplerTex,coord)
		#else//ASE Sampling Macros
		#define SAMPLE_TEXTURE2D(tex,samplerTex,coord) tex2D(tex,coord)
		#endif//ASE Sampling Macros

		#pragma surface surf StandardCustomLighting keepalpha vertex:vertexDataFunc 
		struct Input
		{
			float2 uv_texcoord;
			float2 vertexToFrag7_g2;
			float3 worldNormal;
		};

		struct SurfaceOutputCustomLightingCustom
		{
			half3 Albedo;
			half3 Normal;
			half3 Emission;
			half Metallic;
			half Smoothness;
			half Occlusion;
			half Alpha;
			Input SurfInput;
			UnityGIInput GIData;
		};

		UNITY_DECLARE_TEX2D_NOSAMPLER(_Grid);
		uniform float _Float0;
		SamplerState sampler_Grid;
		UNITY_DECLARE_TEX2D_NOSAMPLER(_Mask);
		SamplerState sampler_Mask;
		UNITY_DECLARE_TEX2D_NOSAMPLER(_Logo);
		SamplerState sampler_Logo;
		uniform float4 _Color0;

		void vertexDataFunc( inout appdata_full v, out Input o )
		{
			UNITY_INITIALIZE_OUTPUT( Input, o );
			float cos1_g2 = cos( radians( 0.0 ) );
			float sin1_g2 = sin( radians( 0.0 ) );
			float2 rotator1_g2 = mul( v.texcoord.xy - float2( 0.5,0.5 ) , float2x2( cos1_g2 , -sin1_g2 , sin1_g2 , cos1_g2 )) + float2( 0.5,0.5 );
			float2 temp_cast_0 = (200.0).xx;
			float2 temp_output_10_0_g2 = ( temp_cast_0 / 1.0 );
			float2 panner19_g2 = ( _Time.y * float2( 0,0 ) + float2( 0,0 ));
			float2 _Vector2 = float2(0.5,0.5);
			o.vertexToFrag7_g2 = ( ( ( ( rotator1_g2 * temp_output_10_0_g2 ) + panner19_g2 ) + float2( 0,0 ) ) - ( ( temp_output_10_0_g2 * _Vector2 ) - _Vector2 ) );
		}

		inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
		{
			UnityGIInput data = s.GIData;
			Input i = s.SurfInput;
			half4 c = 0;
			SurfaceOutputStandardSpecular s42 = (SurfaceOutputStandardSpecular ) 0;
			float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
			float2 uv_TexCoord19 = i.uv_texcoord * ( ase_objectScale * _Float0 ).xy + float2( 0.5,0.5 );
			float2 temp_output_36_8 = i.vertexToFrag7_g2;
			float grayscale41 = (( ( SAMPLE_TEXTURE2D( _Grid, sampler_Grid, uv_TexCoord19 ) * ( 1.0 - SAMPLE_TEXTURE2D( _Mask, sampler_Mask, temp_output_36_8 ) ) ) + SAMPLE_TEXTURE2D( _Logo, sampler_Logo, temp_output_36_8 ) ).rgb.r + ( ( SAMPLE_TEXTURE2D( _Grid, sampler_Grid, uv_TexCoord19 ) * ( 1.0 - SAMPLE_TEXTURE2D( _Mask, sampler_Mask, temp_output_36_8 ) ) ) + SAMPLE_TEXTURE2D( _Logo, sampler_Logo, temp_output_36_8 ) ).rgb.g + ( ( SAMPLE_TEXTURE2D( _Grid, sampler_Grid, uv_TexCoord19 ) * ( 1.0 - SAMPLE_TEXTURE2D( _Mask, sampler_Mask, temp_output_36_8 ) ) ) + SAMPLE_TEXTURE2D( _Logo, sampler_Logo, temp_output_36_8 ) ).rgb.b) / 3;
			s42.Albedo = ( _Color0 + grayscale41 ).rgb;
			float3 ase_worldNormal = i.worldNormal;
			float3 ase_normWorldNormal = normalize( ase_worldNormal );
			s42.Normal = ase_normWorldNormal;
			s42.Emission = float3( 0,0,0 );
			s42.Specular = float3( 0,0,0 );
			float2 temp_cast_6 = (0.5).xx;
			float2 temp_output_2_0_g4 = ( i.uv_texcoord - temp_cast_6 );
			float2 temp_cast_7 = (0.5).xx;
			float2 break8_g4 = temp_output_2_0_g4;
			float2 appendResult25_g4 = (float2(( length( temp_output_2_0_g4 ) * 2.0 * 1.0 ) , ( atan2( break8_g4.x , break8_g4.y ) * ( 1.0 / 6.28 ) * 1.0 )));
			float temp_output_48_0 = ( 1.0 - appendResult25_g4.x );
			s42.Smoothness = temp_output_48_0;
			s42.Occlusion = 1.0;

			data.light = gi.light;

			UnityGI gi42 = gi;
			#ifdef UNITY_PASS_FORWARDBASE
			Unity_GlossyEnvironmentData g42 = UnityGlossyEnvironmentSetup( s42.Smoothness, data.worldViewDir, s42.Normal, float3(0,0,0));
			gi42 = UnityGlobalIllumination( data, s42.Occlusion, s42.Normal, g42 );
			#endif

			float3 surfResult42 = LightingStandardSpecular ( s42, viewDir, gi42 ).rgb;
			surfResult42 += s42.Emission;

			#ifdef UNITY_PASS_FORWARDADD//42
			surfResult42 -= s42.Emission;
			#endif//42
			c.rgb = saturate( surfResult42 );
			c.a = 1;
			return c;
		}

		inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
		{
			s.GIData = data;
		}

		void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
		{
			o.SurfInput = i;
			float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
			float2 uv_TexCoord19 = i.uv_texcoord * ( ase_objectScale * _Float0 ).xy + float2( 0.5,0.5 );
			float2 temp_output_36_8 = i.vertexToFrag7_g2;
			float grayscale41 = (( ( SAMPLE_TEXTURE2D( _Grid, sampler_Grid, uv_TexCoord19 ) * ( 1.0 - SAMPLE_TEXTURE2D( _Mask, sampler_Mask, temp_output_36_8 ) ) ) + SAMPLE_TEXTURE2D( _Logo, sampler_Logo, temp_output_36_8 ) ).rgb.r + ( ( SAMPLE_TEXTURE2D( _Grid, sampler_Grid, uv_TexCoord19 ) * ( 1.0 - SAMPLE_TEXTURE2D( _Mask, sampler_Mask, temp_output_36_8 ) ) ) + SAMPLE_TEXTURE2D( _Logo, sampler_Logo, temp_output_36_8 ) ).rgb.g + ( ( SAMPLE_TEXTURE2D( _Grid, sampler_Grid, uv_TexCoord19 ) * ( 1.0 - SAMPLE_TEXTURE2D( _Mask, sampler_Mask, temp_output_36_8 ) ) ) + SAMPLE_TEXTURE2D( _Logo, sampler_Logo, temp_output_36_8 ) ).rgb.b) / 3;
			float3 temp_cast_2 = (saturate( grayscale41 )).xxx;
			o.Albedo = temp_cast_2;
		}

		ENDCG
	}
	Fallback "Diffuse"
	CustomEditor "ASEMaterialInspector"
}
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