//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
/// http://unity3D.vetasoft.com/            //
//////////////////////////////////////////////

Shader "2DxFX/AL/IcedFX"
{
	Properties
	{
		[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
	_Color("_Color", Color) = (1,1,1,1)
		_Distortion("Distortion", Range(0,1)) = 0
		_Alpha("Alpha", Range(0,1)) = 1.0
		[HideInInspector]_SrcBlend("_SrcBlend", Float) = 0
		[HideInInspector]_DstBlend("_DstBlend", Float) = 0
		[HideInInspector]_BlendOp("_BlendOp",Float) = 0
		[HideInInspector]_Z("_Z", Float) = 0
	}

		SubShader
	{
		Tags
	{
		"IgnoreProjector" = "True"
		"RenderType" = "TransparentCutout"
		"PreviewType" = "Plane"
		"CanUseSpriteAtlas" = "True"
	}
		Cull Off
		Lighting Off
		ZWrite[_Z]
		BlendOp[_BlendOp]
		Blend[_SrcBlend][_DstBlend]

		CGPROGRAM
#pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows
#pragma target 3.0
		sampler2D _MainTex;
	float _Distortion;
	float _Alpha;
	float4 _Color;

	struct Input
	{
		float2 uv_MainTex;
		float4 color;
	};

	void vert(inout appdata_full v, out Input o)
	{
		v.vertex = UnityPixelSnap(v.vertex);
		UNITY_INITIALIZE_OUTPUT(Input, o);
		o.color = v.color * _Color;
	}

	float3 Metal(float _t)
	{
		float u = (0.860117757 + 1.54118254e-4*_t + 1.28641212e-7*_t*_t)
			/ (1.0 + 8.42420235e-4*_t + 7.08145163e-7*_t*_t);

		float v = (0.317398726 + 2.22806245e-5*_t + 4.20481691e-8*_t*_t)
			/ (1.0 - 2.89741816e-5*_t + 1.61456053e-7*_t*_t);

		float x = 3.0 * u / (2.0 * u - 8.0 * v + 4.0);
		float y = 2.0 * v / (2.0 * u - 8.0 * v + 4.0);
		float z = 1.0 - x - y;

		float Y = 1.0;
		float X = (Y / y) * x;
		float Z = (Y / y) * z;

		float3 RGB = float3(Z,Y,X) / _Distortion;

		RGB.y = RGB.x * pow(0.0006*_t, 2.0);
		RGB.x = RGB.y * pow(0.0004*_t, 6.0);
		RGB.z = RGB.z * pow(0.0004*_t, 2.0);

		return RGB;
	}


	inline float mod(float x,float modu)
	{
		return x - floor(x * (1.0 / modu)) * modu;
	}

	float4 rainbow(float t)
	{
		t = mod(t,1.0);
		float tx = t * 6.0;

		float r = clamp(tx - 2.0, 0.0, 1.0) + clamp(2.0 - tx, 0.0, 1.0);

		return float4(1.0, 1.0, 1.0,r);
	}

	float4 plasma(float2 uv)
	{
		float2 tuv = uv;
		uv *= 2.5;
		float a = 1.1 + _Time / 2 * 20 * 2.25;
		float n = sin(a + 2.0 * uv.x) + sin(a - 2.0 * uv.x) + sin(a + 2.0 * uv.y) + sin(a + 5.0 * uv.y);
		n = mod(((5.0 + n) / 5.0), 1.0);
		n += tex2D(_MainTex, tuv).r * 0.2 + tex2D(_MainTex, tuv).g * 0.4 + tex2D(_MainTex, tuv).b * 0.2;

		return rainbow(n);
	}


	void surf(Input IN, inout SurfaceOutput o)
	{

		
		float2 uv = IN.uv_MainTex;

		float4 noise = tex2D(_MainTex, uv);
		float lum = dot(noise.rgb, float3 (0.2126, 0.7152, 0.0722));

		float maxTemp = 4000.0;
		float tempScale = maxTemp;
		float3 c = Metal(lum * tempScale);
		float alpha = tex2D(_MainTex, IN.uv_MainTex).a;
		float4 sortie = plasma(IN.uv_MainTex);
		sortie.a = sortie.a*alpha - _Alpha;
		c.rgb = c.rgb*sortie.a;
		sortie.r = sortie.a;
		sortie.g = sortie.a;
		sortie.b = sortie.a;
		sortie.rgb = c.rgb + (1 - sortie.a);
		float4 r = float4(sortie.rgb,noise.a * 1 - _Alpha);

		o.Albedo = r.rgb * r.a;
		o.Alpha = r.a;

		clip(o.Alpha - 0.05);
	}
	ENDCG
	}

		Fallback "Transparent/VertexLit"
}