// Shader created with Shader Forge v1.38 
// Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:Tsuna/Shading FX,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:8128,x:32719,y:32712,varname:node_8128,prsc:2|custl-4675-OUT;n:type:ShaderForge.SFN_SceneColor,id:4011,x:31533,y:32710,varname:node_4011,prsc:2;n:type:ShaderForge.SFN_Length,id:1071,x:31893,y:32692,varname:node_1071,prsc:2|IN-4011-RGB;n:type:ShaderForge.SFN_Hue,id:4675,x:32221,y:32708,varname:node_4675,prsc:2|IN-1071-OUT;pass:END;sub:END;*/

Shader "Tsuna/Teddy Vision FX" {
    Properties {
    }
    SubShader {
        Tags {
            "IgnoreProjector"="True"
            "Queue"="Transparent"
            "RenderType"="Transparent"
        }
        LOD 200
        GrabPass{ }
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            ZWrite Off
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #include "UnityCG.cginc"
            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform sampler2D _GrabTexture;
            struct VertexInput {
                float4 vertex : POSITION;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float4 projPos : TEXCOORD0;
                UNITY_FOG_COORDS(1)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.pos = UnityObjectToClipPos( v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                o.projPos = ComputeScreenPos (o.pos);
                COMPUTE_EYEDEPTH(o.projPos.z);
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
                float2 sceneUVs = (i.projPos.xy / i.projPos.w);
                float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
////// Lighting:
                float4 node_4011 = sceneColor;
                float node_1071 = length(node_4011.rgb);
                float3 finalColor = saturate(3.0*abs(1.0-2.0*frac(node_1071+float3(0.0,-1.0/3.0,1.0/3.0)))-1);
                fixed4 finalRGBA = fixed4(finalColor,1);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
    }
    FallBack "Tsuna/Shading FX"
    CustomEditor "ShaderForgeMaterialInspector"
}
