// Made with Amplify Shader Editor v1.9.6.3
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "VRCOptimizedShader"
{
	Properties
	{
		_Cutoff( "Mask Clip Value", Float ) = 0.5
		_Diffuse("Diffuse", 2D) = "white" {}
		_EM("EM", 2D) = "black" {}
		[Normal]_Normal("Normal", 2D) = "bump" {}
		_TextureSample0("Texture Sample 0", 2D) = "black" {}
		[HideInInspector] _texcoord( "", 2D ) = "white" {}
		[HideInInspector] __dirty( "", Int ) = 1
	}

	SubShader
	{
		Tags{ "RenderType" = "TransparentCutout"  "Queue" = "AlphaTest+0" }
		Cull Back
		CGINCLUDE
		#include "UnityPBSLighting.cginc"
		#include "Lighting.cginc"
		#pragma target 3.0
		#ifdef UNITY_PASS_SHADOWCASTER
			#undef INTERNAL_DATA
			#undef WorldReflectionVector
			#undef WorldNormalVector
			#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
			#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
			#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
		#endif
		struct Input
		{
			float2 uv_texcoord;
			float3 worldNormal;
			INTERNAL_DATA
		};

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

		uniform sampler2D _Diffuse;
		uniform float4 _Diffuse_ST;
		uniform sampler2D _Normal;
		uniform float4 _Normal_ST;
		uniform sampler2D _EM;
		uniform float4 _EM_ST;
		uniform sampler2D _TextureSample0;
		uniform float4 _TextureSample0_ST;
		uniform float _Cutoff = 0.5;

		inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
		{
			UnityGIInput data = s.GIData;
			Input i = s.SurfInput;
			half4 c = 0;
			float2 uv_Diffuse = i.uv_texcoord * _Diffuse_ST.xy + _Diffuse_ST.zw;
			float4 tex2DNode1 = tex2D( _Diffuse, uv_Diffuse );
			SurfaceOutputStandard s2 = (SurfaceOutputStandard ) 0;
			s2.Albedo = tex2DNode1.rgb;
			float2 uv_Normal = i.uv_texcoord * _Normal_ST.xy + _Normal_ST.zw;
			s2.Normal = normalize( WorldNormalVector( i , UnpackNormal( tex2D( _Normal, uv_Normal ) ) ) );
			float2 uv_EM = i.uv_texcoord * _EM_ST.xy + _EM_ST.zw;
			float4 tex2DNode3 = tex2D( _EM, uv_EM );
			s2.Emission = tex2DNode3.rgb;
			s2.Metallic = tex2DNode3.r;
			float2 uv_TextureSample0 = i.uv_texcoord * _TextureSample0_ST.xy + _TextureSample0_ST.zw;
			float4 tex2DNode5 = tex2D( _TextureSample0, uv_TextureSample0 );
			s2.Smoothness = ( 1.0 - tex2DNode5.r );
			s2.Occlusion = tex2DNode5.g;

			data.light = gi.light;

			UnityGI gi2 = gi;
			#ifdef UNITY_PASS_FORWARDBASE
			Unity_GlossyEnvironmentData g2 = UnityGlossyEnvironmentSetup( s2.Smoothness, data.worldViewDir, s2.Normal, float3(0,0,0));
			gi2 = UnityGlobalIllumination( data, s2.Occlusion, s2.Normal, g2 );
			#endif

			float3 surfResult2 = LightingStandard ( s2, viewDir, gi2 ).rgb;
			surfResult2 += s2.Emission;

			#ifdef UNITY_PASS_FORWARDADD//2
			surfResult2 -= s2.Emission;
			#endif//2
			c.rgb = surfResult2;
			c.a = 1;
			clip( tex2DNode1.a - _Cutoff );
			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;
			o.Normal = float3(0,0,1);
		}

		ENDCG
		CGPROGRAM
		#pragma surface surf StandardCustomLighting 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"
			struct v2f
			{
				V2F_SHADOW_CASTER;
				float2 customPack1 : TEXCOORD1;
				float4 tSpace0 : TEXCOORD2;
				float4 tSpace1 : TEXCOORD3;
				float4 tSpace2 : TEXCOORD4;
				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 );
				half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
				half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
				half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
				o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
				o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
				o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
				o.customPack1.xy = customInputData.uv_texcoord;
				o.customPack1.xy = v.texcoord;
				TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
				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;
				float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
				half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
				surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
				surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
				surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
				surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
				SurfaceOutputCustomLightingCustom o;
				UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o )
				surf( surfIN, o );
				UnityGI gi;
				UNITY_INITIALIZE_OUTPUT( UnityGI, gi );
				o.Alpha = LightingStandardCustomLighting( o, worldViewDir, gi ).a;
				#if defined( CAN_SKIP_VPOS )
				float2 vpos = IN.pos;
				#endif
				SHADOW_CASTER_FRAGMENT( IN )
			}
			ENDCG
		}
	}
	Fallback "Diffuse"
	CustomEditor "ASEMaterialInspector"
}
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