// Toony Colors Pro+Mobile 2
// (c) 2014-2019 Jean Moreno

Shader "Voodoo_LaunchOps/SliderRampSpecularTexture"
{
	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]

	[Header(Masks)]
		_Mask1 ("Mask 1 (Specular)", 2D) = "black" {}
	[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]


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

	SubShader
	{

		Tags { "RenderType"="Opaque" }

		CGPROGRAM

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

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

		fixed4 _Color;
		sampler2D _MainTex;
		sampler2D _Mask1;
		fixed _Smoothness;

		#define UV_MAINTEX uv_MainTex

		struct Input
		{
			half2 uv_MainTex;
			half2 uv_Mask1;
		};

		//================================================================
		// 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
		#if !defined(UNITY_PASS_FORWARDBASE)
			_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

			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);

			//Masks
			fixed4 mask1 = tex2D(_Mask1, IN.uv_Mask1);
			o.Albedo = mainTex.rgb * _Color.rgb;
			o.Alpha = mainTex.a * _Color.a;

			//Specular
			o.Gloss = mask1.a;
			o.Specular = _Smoothness;
		}

		ENDCG
	}

	Fallback "Diffuse"
	CustomEditor "TCP2_MaterialInspector_SG"
}