// Toony Colors Pro+Mobile 2
// (c) 2014-2020 Jean Moreno

Shader "Voodoo_LaunchOps/SliderRampSpecularSilhouette"
{
	Properties
	{
	[TCP2HeaderHelp(BASE, Base Properties)]
		//TOONY COLORS
		_Color ("Color", Color) = (1,1,1,1)
		_HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0)
		_SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0)

		//DIFFUSE
		_MainTex ("Main Texture", 2D) = "white" {}
	[TCP2Separator]

		//TOONY COLORS RAMP
		[TCP2Header(RAMP SETTINGS)]

		_RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5
		_RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1
	[TCP2Separator]

	[TCP2HeaderHelp(SPECULAR, Specular)]
		//SPECULAR
		_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
		_Smoothness ("Size", Float) = 0.2
		_SpecSmooth ("Smoothness", Range(0,1)) = 0.05
	[TCP2Separator]

	[TCP2HeaderHelp(SILHOUETTE)]
		_SilhouetteColor ("Color (RGB) Opacity (A)", Color) = (0,0,0,0.5)
	[TCP2Separator]

	[TCP2HeaderHelp(TRANSPARENCY)]
		//Blending
		[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendTCP2 ("Blending Source", Float) = 5
		[Enum(UnityEngine.Rendering.BlendMode)] _DstBlendTCP2 ("Blending Dest", Float) = 10
	[TCP2Separator]


		//Avoid compile error if the properties are ending with a drawer
		[HideInInspector] __dummy__ ("unused", Float) = 0
	}

	SubShader
	{
		//Make sure that the objects are rendered later to avoid sorting issues with the transparent silhouette
		Tags { "Queue"="Geometry+10" }
		
		//Silhouette Pass
		Pass
		{
			Blend SrcAlpha OneMinusSrcAlpha
			ZTest Greater
			ZWrite Off			
			
			CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag
				#pragma target 2.0

				#include "UnityCG.cginc"

				fixed4 _SilhouetteColor;

				struct appdata_sil
				{
					float4 vertex : POSITION;
					UNITY_VERTEX_INPUT_INSTANCE_ID
				};

				struct v2f_sil
				{
					float4 vertex : SV_POSITION;
					UNITY_VERTEX_OUTPUT_STEREO
				};

				v2f_sil vert (appdata_sil v)
				{
					v2f_sil o;
					UNITY_SETUP_INSTANCE_ID(v);
					UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
					o.vertex = UnityObjectToClipPos(v.vertex);
					return o;
				}

				fixed4 frag (v2f_sil i) : COLOR
				{
					return _SilhouetteColor;
				}
			ENDCG
		}


		Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
		Blend [_SrcBlendTCP2] [_DstBlendTCP2]

		CGPROGRAM

		#pragma surface surf ToonyColorsCustom keepalpha exclude_path:deferred exclude_path:prepass
		#pragma target 3.0

		//================================================================
		// VARIABLES

		fixed4 _Color;
		sampler2D _MainTex;
		fixed _Smoothness;

		#define UV_MAINTEX uv_MainTex

		struct Input
		{
			half2 uv_MainTex;
		};

		//================================================================
		// CUSTOM LIGHTING

		//Lighting-related variables
		fixed4 _HColor;
		fixed4 _SColor;
		half _RampThreshold;
		half _RampSmooth;
		fixed _SpecSmooth;

		// Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
		// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
		// #pragma instancing_options assumeuniformscaling
		UNITY_INSTANCING_BUFFER_START(Props)
			// put more per-instance properties here
		UNITY_INSTANCING_BUFFER_END(Props)

		//Custom SurfaceOutput
		struct SurfaceOutputCustom
		{
			half atten;
			fixed3 Albedo;
			fixed3 Normal;
			fixed3 Emission;
			half Specular;
			fixed Gloss;
			fixed Alpha;
		};

		inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi)
		{
		#define IN_NORMAL s.Normal
	
			half3 lightDir = gi.light.dir;
		#if defined(UNITY_PASS_FORWARDBASE)
			half3 lightColor = _LightColor0.rgb;
			half atten = s.atten;
		#else
			half3 lightColor = gi.light.color.rgb;
			half atten = 1;
		#endif

			IN_NORMAL = normalize(IN_NORMAL);
			fixed ndl = max(0, dot(IN_NORMAL, lightDir));
			#define NDL ndl

			#define		RAMP_THRESHOLD	_RampThreshold
			#define		RAMP_SMOOTH		_RampSmooth

			fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL);
		#if !(POINT) && !(SPOT)
			ramp *= atten;
		#endif
		// Note: we consider that a directional light with a cookie is supposed to be the main one (even though Unity renders it as an additional light).
		// Thus when using a main directional light AND another directional light with a cookie, then the shadow color might be applied twice.
		// You can remove the DIRECTIONAL_COOKIE check below the prevent that.
		#if !defined(UNITY_PASS_FORWARDBASE) && !defined(DIRECTIONAL_COOKIE)
			_SColor = fixed4(0,0,0,1);
		#endif
			_SColor = lerp(_HColor, _SColor, _SColor.a);	//Shadows intensity through alpha
			ramp = lerp(_SColor.rgb, _HColor.rgb, ramp);
			//Blinn-Phong Specular (legacy)
			half3 h = normalize(lightDir + viewDir);
			float ndh = max(0, dot (IN_NORMAL, h));
			float spec = pow(ndh, s.Specular*128.0) * s.Gloss * 2.0;
			spec = smoothstep(0.5-_SpecSmooth*0.5, 0.5+_SpecSmooth*0.5, spec);
			spec *= atten;
			fixed4 c;
			c.rgb = s.Albedo * lightColor.rgb * ramp;
		#if (POINT || SPOT)
			c.rgb *= atten;
		#endif

			#define SPEC_COLOR	_SpecColor.rgb
			c.rgb += lightColor.rgb * SPEC_COLOR * spec;
			c.a = s.Alpha;

		#ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT
			c.rgb += s.Albedo * gi.indirect.diffuse;
		#endif

		#if defined(UNITY_PASS_FORWARDADD)
			//multiply RGB with alpha for additive lights for proper transparency behavior
			c.rgb *= c.a;
		#endif

			return c;
		}

		void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi)
		{
			gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL);

			s.atten = data.atten;	//transfer attenuation to lighting function
			gi.light.color = _LightColor0.rgb;	//remove attenuation
		}

		//================================================================
		// SURFACE FUNCTION

		void surf(Input IN, inout SurfaceOutputCustom o)
		{
			fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX);
			o.Albedo = mainTex.rgb * _Color.rgb;
			o.Alpha = mainTex.a * _Color.a;

			//Specular
			o.Gloss = 1;
			o.Specular = _Smoothness;
		}

		ENDCG
	}

	Fallback "Diffuse"
	CustomEditor "TCP2_MaterialInspector_SG"
}