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

Shader "2DxFX/AL/Pixel"
{
	Properties
	{
		[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
	_Color("Tint", Color) = (1,1,1,1)
		[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




		sampler2D _MainTex;
	float4 _Color;
	sampler2D _AlphaTex;
	float _Offset;
	float _Alpha;

	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;
	}

	void surf(Input IN, inout SurfaceOutput o)
	{
		float _Cutoff = 0.5;
		float2  p = IN.uv_MainTex;
		p = round(p * _Offset) / _Offset;
		float4 c = tex2D(_MainTex,p) * IN.color;
		float alpha2 = c.a;
		if (alpha2<0.95) alpha2 = 0;
		o.Albedo = c.rgb * c.a;
		o.Alpha = c.a *alpha2;
		clip(o.Alpha - _Cutoff);
	}
	ENDCG
	}

		Fallback "Sprites/Default"
}