// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "Tsuna/Emission Cutout FX"
{
	Properties
	{
		_Cutoff( "Mask Clip Value", Float ) = 0.5
		_MainTex("MainTex", 2D) = "white" {}
		_Color("Color", Color) = (1,1,1,0)
		[HDR]_BaseFresnelColor("Base Fresnel Color", Color) = (0,0,0,0)
		_BaseFresnelBias("Base Fresnel Bias", Range( 0 , 10)) = 1
		_BaseFresnelScale("Base Fresnel Scale", Range( 0 , 10)) = 1
		_BaseFresnelPower("Base Fresnel Power", Range( 0 , 10)) = 1
		[HDR]_EmissionMap("EmissionMap", 2D) = "white" {}
		[HideInInspector] _texcoord( "", 2D ) = "white" {}
		[HideInInspector] __dirty( "", Int ) = 1
	}

	SubShader
	{
		Tags{ "RenderType" = "TransparentCutout"  "Queue" = "Geometry+0" "IsEmissive" = "true"  }
		Cull Back
		CGINCLUDE
		#include "UnityPBSLighting.cginc"
		#include "Lighting.cginc"
		#pragma target 3.0
		struct Input
		{
			float2 uv_texcoord;
			float3 worldPos;
			float3 worldNormal;
		};

		uniform sampler2D _MainTex;
		uniform float4 _MainTex_ST;
		uniform float4 _Color;
		uniform sampler2D _EmissionMap;
		uniform float4 _EmissionMap_ST;
		uniform float _BaseFresnelBias;
		uniform float _BaseFresnelScale;
		uniform float _BaseFresnelPower;
		uniform float4 _BaseFresnelColor;
		uniform float _Cutoff = 0.5;

		void surf( Input i , inout SurfaceOutputStandard o )
		{
			float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
			float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex );
			o.Albedo = ( tex2DNode1 * _Color ).rgb;
			float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
			float4 tex2DNode3 = tex2D( _EmissionMap, uv_EmissionMap );
			float3 desaturateInitialColor32 = tex2DNode3.rgb;
			float desaturateDot32 = dot( desaturateInitialColor32, float3( 0.299, 0.587, 0.114 ));
			float3 desaturateVar32 = lerp( desaturateInitialColor32, desaturateDot32.xxx, 0.0 );
			float3 ase_worldPos = i.worldPos;
			float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
			float3 ase_worldNormal = i.worldNormal;
			float fresnelNdotV11 = dot( ase_worldNormal, ase_worldViewDir );
			float fresnelNode11 = ( _BaseFresnelBias + _BaseFresnelScale * pow( 1.0 - fresnelNdotV11, _BaseFresnelPower ) );
			o.Emission = ( tex2DNode3 + ( float4( desaturateVar32 , 0.0 ) * fresnelNode11 * _BaseFresnelColor ) ).rgb;
			o.Alpha = 1;
			clip( (tex2DNode1).a - _Cutoff );
		}

		ENDCG
		CGPROGRAM
		#pragma surface surf Standard keepalpha fullforwardshadows exclude_path:deferred 

		ENDCG
		Pass
		{
			Name "ShadowCaster"
			Tags{ "LightMode" = "ShadowCaster" }
			ZWrite On
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma target 3.0
			#pragma multi_compile_shadowcaster
			#pragma multi_compile UNITY_PASS_SHADOWCASTER
			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
			#include "HLSLSupport.cginc"
			#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
				#define CAN_SKIP_VPOS
			#endif
			#include "UnityCG.cginc"
			#include "Lighting.cginc"
			#include "UnityPBSLighting.cginc"
			struct v2f
			{
				V2F_SHADOW_CASTER;
				float2 customPack1 : TEXCOORD1;
				float3 worldPos : TEXCOORD2;
				float3 worldNormal : TEXCOORD3;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};
			v2f vert( appdata_full v )
			{
				v2f o;
				UNITY_SETUP_INSTANCE_ID( v );
				UNITY_INITIALIZE_OUTPUT( v2f, o );
				UNITY_TRANSFER_INSTANCE_ID( v, o );
				Input customInputData;
				float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
				half3 worldNormal = UnityObjectToWorldNormal( v.normal );
				o.worldNormal = worldNormal;
				o.customPack1.xy = customInputData.uv_texcoord;
				o.customPack1.xy = v.texcoord;
				o.worldPos = worldPos;
				TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
				return o;
			}
			half4 frag( v2f IN
			#if !defined( CAN_SKIP_VPOS )
			, UNITY_VPOS_TYPE vpos : VPOS
			#endif
			) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID( IN );
				Input surfIN;
				UNITY_INITIALIZE_OUTPUT( Input, surfIN );
				surfIN.uv_texcoord = IN.customPack1.xy;
				float3 worldPos = IN.worldPos;
				half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
				surfIN.worldPos = worldPos;
				surfIN.worldNormal = IN.worldNormal;
				SurfaceOutputStandard o;
				UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
				surf( surfIN, o );
				#if defined( CAN_SKIP_VPOS )
				float2 vpos = IN.pos;
				#endif
				SHADOW_CASTER_FRAGMENT( IN )
			}
			ENDCG
		}
	}
	Fallback "Diffuse"
	CustomEditor "ASEMaterialInspector"
}
/*ASEBEGIN
Version=16700
50;194;1906;1004;1294.824;722.947;1.398104;True;False
Node;AmplifyShaderEditor.RangedFloatNode;16;-888.8586,487.8845;Float;False;Property;_BaseFresnelPower;Base Fresnel Power;6;0;Create;True;0;0;False;0;1;1.13;0;10;0;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode;3;-500,61;Float;True;Property;_EmissionMap;EmissionMap;7;1;[HDR];Create;True;0;0;False;0;None;66befc28779bd1d47b5ea0c6388c6b0b;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;17;-886.8586,388.8845;Float;False;Property;_BaseFresnelScale;Base Fresnel Scale;5;0;Create;True;0;0;False;0;1;3.33;0;10;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;18;-887.8586,299.8845;Float;False;Property;_BaseFresnelBias;Base Fresnel Bias;4;0;Create;True;0;0;False;0;1;0;0;10;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;12;-454.8259,506.1013;Float;False;Property;_BaseFresnelColor;Base Fresnel Color;3;1;[HDR];Create;True;0;0;False;0;0,0,0,0;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.FresnelNode;11;-511.8259,283.1013;Float;True;Standard;WorldNormal;ViewDir;False;5;0;FLOAT3;0,0,1;False;4;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;5;False;1;FLOAT;0
Node;AmplifyShaderEditor.DesaturateOpNode;32;-138.6616,167.463;Float;False;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.SamplerNode;1;-528,-570;Float;True;Property;_MainTex;MainTex;1;0;Create;True;0;0;False;0;None;5476876ad8292dc499c6fef2d55738e4;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;6;-482,-354;Float;False;Property;_Color;Color;2;0;Create;True;0;0;False;0;1,1,1,0;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;14;107.9692,223.9672;Float;False;3;3;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;5;-132,-472;Float;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.ComponentMaskNode;34;-125.1301,-161.2784;Float;False;False;False;False;True;1;0;COLOR;0,0,0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode;31;311.2634,66.64988;Float;True;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;1202.538,-382.7628;Float;False;True;2;Float;ASEMaterialInspector;0;0;Standard;Tsuna/Emission Cutout FX;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Custom;0.5;True;True;0;False;TransparentCutout;;Geometry;ForwardOnly;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;0;False;-1;0;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;0;0;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
WireConnection;11;1;18;0
WireConnection;11;2;17;0
WireConnection;11;3;16;0
WireConnection;32;0;3;0
WireConnection;14;0;32;0
WireConnection;14;1;11;0
WireConnection;14;2;12;0
WireConnection;5;0;1;0
WireConnection;5;1;6;0
WireConnection;34;0;1;0
WireConnection;31;0;3;0
WireConnection;31;1;14;0
WireConnection;0;0;5;0
WireConnection;0;2;31;0
WireConnection;0;10;34;0
ASEEND*/
//CHKSM=240E52C1AE4D3995492B8D995875CDBC0E940A91