// Made with Amplify Shader Editor v1.9.6.3
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "HollowSphere"
{
	Properties
	{
		[HDR]_Wireframe("Wireframe", Color) = (0,0,0,0)
		[HDR]_Interior("Interior", Color) = (0,0,0,0)
		_OutlineWidth("OutlineWidth", Float) = 0.5
		[HideInInspector] _texcoord( "", 2D ) = "white" {}
		[HideInInspector] __dirty( "", Int ) = 1
	}

	SubShader
	{
		Tags{ }
		Cull Front
		CGPROGRAM
		#pragma target 3.0
		#pragma surface outlineSurf Outline nofog  keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nometa noforwardadd vertex:outlineVertexDataFunc 
		
		void outlineVertexDataFunc( inout appdata_full v, out Input o )
		{
			UNITY_INITIALIZE_OUTPUT( Input, o );
			float time11 = _Time.y;
			float2 voronoiSmoothId11 = 0;
			float voronoiSmooth11 = 0.5;
			float2 coords11 = v.texcoord.xy * 9.31;
			float2 id11 = 0;
			float2 uv11 = 0;
			float voroi11 = voronoi11( coords11, time11, id11, uv11, voronoiSmooth11, voronoiSmoothId11 );
			float outlineVar = ( _OutlineWidth * voroi11 );
			v.vertex.xyz += ( v.normal * outlineVar );
		}
		inline half4 LightingOutline( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0,0,0, s.Alpha); }
		void outlineSurf( Input i, inout SurfaceOutput o )
		{
			float3 ase_worldPos = i.worldPos;
			float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
			float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
			float fresnelNdotV23 = dot( ase_worldNormal, ase_worldViewDir );
			float fresnelNode23 = ( 0.0 + 2.0 * pow( 1.0 - fresnelNdotV23, 15.0 ) );
			float temp_output_36_0 = saturate( fresnelNode23 );
			float time26 = _Time.y;
			float2 voronoiSmoothId26 = 0;
			float voronoiSmooth26 = 0.3;
			float2 coords26 = i.uv_texcoord * 9.31;
			float2 id26 = 0;
			float2 uv26 = 0;
			float voroi26 = voronoi26( coords26, time26, id26, uv26, voronoiSmooth26, voronoiSmoothId26 );
			float4 color28 = IsGammaSpace() ? float4(9.922301,3.740344,6.021023,0) : float4(155.7928,18.214,51.91283,0);
			float time32 = _Time.y;
			float2 voronoiSmoothId32 = 0;
			float voronoiSmooth32 = 0.2;
			float2 coords32 = i.uv_texcoord * 6.49;
			float2 id32 = 0;
			float2 uv32 = 0;
			float voroi32 = voronoi32( coords32, time32, id32, uv32, voronoiSmooth32, voronoiSmoothId32 );
			float4 color34 = IsGammaSpace() ? float4(5.864912,3.970285,10.68063,0) : float4(48.99766,20.76863,183.1947,0);
			float3 temp_output_47_0 = saturate( ( ( temp_output_36_0 * voroi26 * color28.rgb ) + ( temp_output_36_0 * voroi32 * color34.rgb ) ) );
			o.Emission = temp_output_47_0;
			o.Normal = float3(0,0,-1);
		}
		ENDCG
		

		Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" }
		Cull Off
		CGINCLUDE
		#include "UnityPBSLighting.cginc"
		#include "UnityShaderVariables.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
		{
			float4 vertexColor : COLOR;
			float3 worldPos;
			float3 worldNormal;
			float2 uv_texcoord;
			INTERNAL_DATA
		};

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

		uniform float4 _Wireframe;
		uniform float4 _Interior;
		uniform float _OutlineWidth;


float2 voronoihash45( float2 p )
{
	
	p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
	return frac( sin( p ) *43758.5453);
}


float voronoi45( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
{
	float2 n = floor( v );
	float2 f = frac( v );
	float F1 = 8.0;
	float F2 = 8.0; float2 mg = 0;
	for ( int j = -1; j <= 1; j++ )
	{
		for ( int i = -1; i <= 1; i++ )
	 	{
	 		float2 g = float2( i, j );
	 		float2 o = voronoihash45( n + g );
			o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
			float d = 0.5 * dot( r, r );
	 //		if( d<F1 ) {
	 //			F2 = F1;
	 			float h = smoothstep(0.0, 1.0, 0.5 + 0.5 * (F1 - d) / smoothness); F1 = lerp(F1, d, h) - smoothness * h * (1.0 - h);mg = g; mr = r; id = o;
	 //		} else if( d<F2 ) {
	 //			F2 = d;
	
	 //		}
	 	}
	}
	return F1;
}


float2 voronoihash26( float2 p )
{
	
	p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
	return frac( sin( p ) *43758.5453);
}


float voronoi26( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
{
	float2 n = floor( v );
	float2 f = frac( v );
	float F1 = 8.0;
	float F2 = 8.0; float2 mg = 0;
	for ( int j = -1; j <= 1; j++ )
	{
		for ( int i = -1; i <= 1; i++ )
	 	{
	 		float2 g = float2( i, j );
	 		float2 o = voronoihash26( n + g );
			o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
			float d = 0.5 * dot( r, r );
	 //		if( d<F1 ) {
	 //			F2 = F1;
	 			float h = smoothstep(0.0, 1.0, 0.5 + 0.5 * (F1 - d) / smoothness); F1 = lerp(F1, d, h) - smoothness * h * (1.0 - h);mg = g; mr = r; id = o;
	 //		} else if( d<F2 ) {
	 //			F2 = d;
	
	 //		}
	 	}
	}
	return F1;
}


float2 voronoihash32( float2 p )
{
	
	p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
	return frac( sin( p ) *43758.5453);
}


float voronoi32( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
{
	float2 n = floor( v );
	float2 f = frac( v );
	float F1 = 8.0;
	float F2 = 8.0; float2 mg = 0;
	for ( int j = -1; j <= 1; j++ )
	{
		for ( int i = -1; i <= 1; i++ )
	 	{
	 		float2 g = float2( i, j );
	 		float2 o = voronoihash32( n + g );
			o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
			float d = 0.5 * dot( r, r );
	 //		if( d<F1 ) {
	 //			F2 = F1;
	 			float h = smoothstep(0.0, 1.0, 0.5 + 0.5 * (F1 - d) / smoothness); F1 = lerp(F1, d, h) - smoothness * h * (1.0 - h);mg = g; mr = r; id = o;
	 //		} else if( d<F2 ) {
	 //			F2 = d;
	
	 //		}
	 	}
	}
	return F1;
}


float2 voronoihash11( float2 p )
{
	
	p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
	return frac( sin( p ) *43758.5453);
}


float voronoi11( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
{
	float2 n = floor( v );
	float2 f = frac( v );
	float F1 = 8.0;
	float F2 = 8.0; float2 mg = 0;
	for ( int j = -1; j <= 1; j++ )
	{
		for ( int i = -1; i <= 1; i++ )
	 	{
	 		float2 g = float2( i, j );
	 		float2 o = voronoihash11( n + g );
			o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
			float d = 0.5 * dot( r, r );
	 //		if( d<F1 ) {
	 //			F2 = F1;
	 			float h = smoothstep(0.0, 1.0, 0.5 + 0.5 * (F1 - d) / smoothness); F1 = lerp(F1, d, h) - smoothness * h * (1.0 - h);mg = g; mr = r; id = o;
	 //		} else if( d<F2 ) {
	 //			F2 = d;
	
	 //		}
	 	}
	}
	return F1;
}


		void vertexDataFunc( inout appdata_full v, out Input o )
		{
			UNITY_INITIALIZE_OUTPUT( Input, o );
			v.vertex.xyz += 0;
			v.vertex.w = 1;
		}

		inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
		{
			UnityGIInput data = s.GIData;
			Input i = s.SurfInput;
			half4 c = 0;
			float3 ase_worldPos = i.worldPos;
			float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
			float3 ase_worldNormal = i.worldNormal;
			float fresnelNdotV7 = dot( ase_worldNormal, ase_worldViewDir );
			float fresnelNode7 = ( 0.0 + 1.5 * pow( 1.0 - fresnelNdotV7, 0.8 ) );
			float temp_output_9_0 = ( 1.0 - saturate( fresnelNode7 ) );
			float time45 = _Time.y;
			float2 voronoiSmoothId45 = 0;
			float voronoiSmooth45 = 0.0;
			float2 coords45 = i.uv_texcoord * 20.0;
			float2 id45 = 0;
			float2 uv45 = 0;
			float voroi45 = voronoi45( coords45, time45, id45, uv45, voronoiSmooth45, voronoiSmoothId45 );
			float fresnelNdotV23 = dot( ase_worldNormal, ase_worldViewDir );
			float fresnelNode23 = ( 0.0 + 2.0 * pow( 1.0 - fresnelNdotV23, 15.0 ) );
			float temp_output_36_0 = saturate( fresnelNode23 );
			float time26 = _Time.y;
			float2 voronoiSmoothId26 = 0;
			float voronoiSmooth26 = 0.3;
			float2 coords26 = i.uv_texcoord * 9.31;
			float2 id26 = 0;
			float2 uv26 = 0;
			float voroi26 = voronoi26( coords26, time26, id26, uv26, voronoiSmooth26, voronoiSmoothId26 );
			float4 color28 = IsGammaSpace() ? float4(9.922301,3.740344,6.021023,0) : float4(155.7928,18.214,51.91283,0);
			float time32 = _Time.y;
			float2 voronoiSmoothId32 = 0;
			float voronoiSmooth32 = 0.2;
			float2 coords32 = i.uv_texcoord * 6.49;
			float2 id32 = 0;
			float2 uv32 = 0;
			float voroi32 = voronoi32( coords32, time32, id32, uv32, voronoiSmooth32, voronoiSmoothId32 );
			float4 color34 = IsGammaSpace() ? float4(5.864912,3.970285,10.68063,0) : float4(48.99766,20.76863,183.1947,0);
			float3 temp_output_47_0 = saturate( ( ( temp_output_36_0 * voroi26 * color28.rgb ) + ( temp_output_36_0 * voroi32 * color34.rgb ) ) );
			c.rgb = ( ( _Wireframe.rgb * i.vertexColor.r * temp_output_9_0 * saturate( voroi45 ) ) + ( _Interior.rgb * i.vertexColor.g ) + temp_output_47_0 + ( _Wireframe.rgb * pow( temp_output_9_0 , 3.9 ) * 0.1 ) );
			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;
		}

		ENDCG
		CGPROGRAM
		#pragma surface surf StandardCustomLighting keepalpha fullforwardshadows vertex:vertexDataFunc 

		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;
				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;
				vertexDataFunc( v, 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 )
				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;
				float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
				half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
				surfIN.worldPos = 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;
				surfIN.vertexColor = IN.color;
				SurfaceOutputCustomLightingCustom o;
				UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o )
				surf( surfIN, o );
				#if defined( CAN_SKIP_VPOS )
				float2 vpos = IN.pos;
				#endif
				SHADOW_CASTER_FRAGMENT( IN )
			}
			ENDCG
		}
	}
	Fallback "Diffuse"
	CustomEditor "ASEMaterialInspector"
}
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