﻿Shader "Custom/Standard-HueShift"
{
    Properties
    {
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Cutoff ("Cutoff", Range(0,1)) = 0
        _SpecGlossMap ("Specular", 2D) = "black" {}
        [Toggle(USE_EMIT_UV)] _UseEmitUv("Use Emission UV Offsets", Float) = 0
        _EmissionMap ("Emission", 2D) = "white" {}
        _EmissionColor ("Emission Color", Color) = (0,0,0,1)
        _EmissionIntensity("Emission Intensity", Range(0,1)) = 1
        _BumpMap ("Bumpmap", 2D) = "bump" {}
        _Hue ("Hue", Range(0,6.28)) = 0
        _EmissionHue ("Emission Hue", Range(0,6.28)) = 0
        _NoiseMap ("Noise Texture",2D) = "white" {}
        _Dissolve ("Dissolve Progress", Range(0,1)) = 0
        _OcclusionMap("AO", 2D) = "white" {}
        _OcclusionIntensity("Occlusion Intensity",Range(0,1)) = 1
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 200
        Cull Off

        CGPROGRAM
        // Physically based Standard lighting model, and enable shadows on all light types
        #pragma surface surf StandardSpecular fullforwardshadows addshadow nodirlightmap

        // Use shader model 3.0 target, to get nicer looking lighting
        #pragma target 3.0

        #pragma shader_feature USE_EMIT_UV

        sampler2D _MainTex;
        sampler2D _SpecGlossMap;
        sampler2D _EmissionMap;
        sampler2D _BumpMap;
        sampler2D _NoiseMap;
        sampler2D _OcclusionMap;


        struct Input
        {
            float2 uv_MainTex;
            float2 uv_NoiseMap;
            float2 uv_EmissionMap;
        };

        half _Glossiness;
        half _Metallic;
        fixed4 _Color;
        fixed4 _EmissionColor;
        fixed _Hue;
        fixed _EmissionHue;
        fixed _EmissionIntensity;
        fixed _Dissolve;
        fixed _OcclusionIntensity;

        // #pragma instancing_options assumeuniformscaling
        UNITY_INSTANCING_BUFFER_START(Props)
            // put more per-instance properties here
        UNITY_INSTANCING_BUFFER_END(Props)

        float4 ApplyHue(float4 col, float hueAdjust)
        {
            const float3 k = float3(0.57735, 0.57735, 0.57735);
            half cosAngle = cos(hueAdjust);
            return float4(col.rgb * cosAngle + cross(k, col.rgb) * sin(hueAdjust) + k * dot(k, col.rgb) * (1.0 - cosAngle),col.a);
        }

        float _Cutoff;

        void surf (Input IN, inout SurfaceOutputStandardSpecular o)
        {
            #ifdef USE_EMIT_UV
            float2 uv = IN.uv_EmissionMap;
            #else
            float2 uv = IN.uv_MainTex;
            #endif
            

            _Dissolve = (_Dissolve - 0.02) * 1.04;

            float noise = tex2D(_NoiseMap, IN.uv_NoiseMap).r;

            // Albedo comes from a texture tinted by color
            float4 c = ApplyHue(tex2D (_MainTex, uv) * _Color,_Hue);

            if (noise < _Dissolve || c.a < _Cutoff) {
                discard;
            }

            fixed4 specMap = tex2D (_SpecGlossMap, uv);
            o.Normal = UnpackNormal (tex2D (_BumpMap, uv));
            o.Emission = ApplyHue(tex2D(_EmissionMap,uv) * _EmissionColor,_EmissionHue)* _EmissionIntensity;

            if (noise < _Dissolve + 0.02)
                o.Emission = _EmissionColor;

            o.Albedo = c.rgb* lerp(1,tex2D(_OcclusionMap, uv).rgb, _OcclusionIntensity);
            // Metallic and smoothness come from slider variables
            o.Specular = specMap.r;
            o.Smoothness = specMap.a;
            o.Alpha = c.a;
            
        }
        ENDCG
    }
    FallBack "Diffuse"
}
