// 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:1,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:2,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,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:4013,x:33070,y:32696,varname:node_4013,prsc:2|diff-738-OUT,emission-118-OUT;n:type:ShaderForge.SFN_Time,id:4207,x:31425,y:32823,varname:node_4207,prsc:2;n:type:ShaderForge.SFN_Sin,id:752,x:32071,y:32775,varname:node_752,prsc:2|IN-7417-OUT;n:type:ShaderForge.SFN_Tex2d,id:2490,x:32092,y:32577,ptovrint:False,ptlb:EmissionMap,ptin:_EmissionMap,varname:node_2490,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:2,isnm:False;n:type:ShaderForge.SFN_Multiply,id:5150,x:32453,y:32759,varname:node_5150,prsc:2|A-2490-RGB,B-8652-OUT,C-1131-RGB;n:type:ShaderForge.SFN_ValueProperty,id:4346,x:31425,y:32744,ptovrint:False,ptlb:Saturate Speed,ptin:_SaturateSpeed,varname:node_4346,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.3;n:type:ShaderForge.SFN_Multiply,id:7417,x:31876,y:32832,varname:node_7417,prsc:2|A-4207-TTR,B-4346-OUT;n:type:ShaderForge.SFN_Tex2d,id:5253,x:32393,y:32543,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:node_5253,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:118,x:32746,y:32663,varname:node_118,prsc:2|A-5253-RGB,B-5150-OUT;n:type:ShaderForge.SFN_RemapRange,id:8652,x:32225,y:32845,varname:node_8652,prsc:2,frmn:-1,frmx:1,tomn:0.2,tomx:1.8|IN-752-OUT;n:type:ShaderForge.SFN_Add,id:738,x:32786,y:32480,varname:node_738,prsc:2|A-5253-RGB,B-5150-OUT;n:type:ShaderForge.SFN_Color,id:1131,x:32225,y:33056,ptovrint:False,ptlb:EmissionColor,ptin:_EmissionColor,varname:node_1131,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;proporder:2490-4346-5253-1131;pass:END;sub:END;*/

Shader "Tsuna/Pulse Emission FX" {
    Properties {
        _EmissionMap ("EmissionMap", 2D) = "black" {}
        _SaturateSpeed ("Saturate Speed", Float ) = 0.3
        _MainTex ("MainTex", 2D) = "white" {}
        _EmissionColor ("EmissionColor", Color) = (1,1,1,1)
    }
    SubShader {
        Tags {
            "RenderType"="Opaque"
        }
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            Cull Off
            
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #include "UnityCG.cginc"
            #include "AutoLight.cginc"
            #pragma multi_compile_fwdbase_fullshadows
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform float4 _LightColor0;
            uniform sampler2D _EmissionMap; uniform float4 _EmissionMap_ST;
            uniform float _SaturateSpeed;
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform float4 _EmissionColor;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float4 posWorld : TEXCOORD1;
                float3 normalDir : TEXCOORD2;
                LIGHTING_COORDS(3,4)
                UNITY_FOG_COORDS(5)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                float3 lightColor = _LightColor0.rgb;
                o.pos = UnityObjectToClipPos( v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                TRANSFER_VERTEX_TO_FRAGMENT(o)
                return o;
            }
            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                i.normalDir = normalize(i.normalDir);
                i.normalDir *= faceSign;
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 normalDirection = i.normalDir;
                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
                float3 lightColor = _LightColor0.rgb;
////// Lighting:
                float attenuation = LIGHT_ATTENUATION(i);
                float3 attenColor = attenuation * _LightColor0.xyz;
/////// Diffuse:
                float NdotL = max(0.0,dot( normalDirection, lightDirection ));
                float3 directDiffuse = max( 0.0, NdotL) * attenColor;
                float3 indirectDiffuse = float3(0,0,0);
                indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
                float4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap));
                float4 node_4207 = _Time;
                float3 node_5150 = (_EmissionMap_var.rgb*(sin((node_4207.a*_SaturateSpeed))*0.8+0.9999999)*_EmissionColor.rgb);
                float3 diffuseColor = (_MainTex_var.rgb+node_5150);
                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
////// Emissive:
                float3 emissive = (_MainTex_var.rgb*node_5150);
/// Final Color:
                float3 finalColor = diffuse + emissive;
                fixed4 finalRGBA = fixed4(finalColor,1);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
        Pass {
            Name "FORWARD_DELTA"
            Tags {
                "LightMode"="ForwardAdd"
            }
            Blend One One
            Cull Off
            
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDADD
            #include "UnityCG.cginc"
            #include "AutoLight.cginc"
            #pragma multi_compile_fwdadd_fullshadows
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform float4 _LightColor0;
            uniform sampler2D _EmissionMap; uniform float4 _EmissionMap_ST;
            uniform float _SaturateSpeed;
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform float4 _EmissionColor;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float4 posWorld : TEXCOORD1;
                float3 normalDir : TEXCOORD2;
                LIGHTING_COORDS(3,4)
                UNITY_FOG_COORDS(5)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                float3 lightColor = _LightColor0.rgb;
                o.pos = UnityObjectToClipPos( v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                TRANSFER_VERTEX_TO_FRAGMENT(o)
                return o;
            }
            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                i.normalDir = normalize(i.normalDir);
                i.normalDir *= faceSign;
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 normalDirection = i.normalDir;
                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
                float3 lightColor = _LightColor0.rgb;
////// Lighting:
                float attenuation = LIGHT_ATTENUATION(i);
                float3 attenColor = attenuation * _LightColor0.xyz;
/////// Diffuse:
                float NdotL = max(0.0,dot( normalDirection, lightDirection ));
                float3 directDiffuse = max( 0.0, NdotL) * attenColor;
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
                float4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap));
                float4 node_4207 = _Time;
                float3 node_5150 = (_EmissionMap_var.rgb*(sin((node_4207.a*_SaturateSpeed))*0.8+0.9999999)*_EmissionColor.rgb);
                float3 diffuseColor = (_MainTex_var.rgb+node_5150);
                float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
                float3 finalColor = diffuse;
                fixed4 finalRGBA = fixed4(finalColor * 1,0);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
        Pass {
            Name "ShadowCaster"
            Tags {
                "LightMode"="ShadowCaster"
            }
            Offset 1, 1
            Cull Off
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_SHADOWCASTER
            #include "UnityCG.cginc"
            #include "Lighting.cginc"
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile_shadowcaster
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            struct VertexInput {
                float4 vertex : POSITION;
            };
            struct VertexOutput {
                V2F_SHADOW_CASTER;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.pos = UnityObjectToClipPos( v.vertex );
                TRANSFER_SHADOW_CASTER(o)
                return o;
            }
            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                SHADOW_CASTER_FRAGMENT(i)
            }
            ENDCG
        }
    }
    FallBack "Tsuna/Shading FX"
    CustomEditor "ShaderForgeMaterialInspector"
}
