// 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:3,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:2,rntp:3,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|diff-4688-OUT,spec-9800-OUT,gloss-4957-OUT,emission-174-OUT,clip-4618-OUT;n:type:ShaderForge.SFN_Color,id:1605,x:31873,y:32292,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_1605,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:174,x:32322,y:32414,varname:node_174,prsc:2|A-8806-RGB,B-1605-RGB;n:type:ShaderForge.SFN_Slider,id:4957,x:32150,y:32914,ptovrint:False,ptlb:Glossiness,ptin:_Glossiness,varname:node_4957,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Slider,id:9800,x:32090,y:33017,ptovrint:False,ptlb:Metallic,ptin:_Metallic,varname:node_9800,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_TexCoord,id:155,x:30355,y:32199,varname:node_155,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Slider,id:8928,x:31026,y:32827,ptovrint:False,ptlb:Density,ptin:_Density,varname:node_8928,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1000,max:10000;n:type:ShaderForge.SFN_Round,id:4902,x:31622,y:32669,varname:node_4902,prsc:2|IN-103-OUT;n:type:ShaderForge.SFN_Round,id:3386,x:31836,y:32963,varname:node_3386,prsc:2|IN-6061-OUT;n:type:ShaderForge.SFN_Blend,id:741,x:32011,y:33246,varname:node_741,prsc:2,blmd:8,clmp:False|SRC-4902-OUT,DST-3386-OUT;n:type:ShaderForge.SFN_Sin,id:6061,x:31661,y:32863,varname:node_6061,prsc:2|IN-6620-OUT;n:type:ShaderForge.SFN_Multiply,id:6620,x:31366,y:32898,varname:node_6620,prsc:2|A-4986-OUT,B-8928-OUT;n:type:ShaderForge.SFN_Multiply,id:9652,x:31366,y:32731,varname:node_9652,prsc:2|A-2029-OUT,B-8928-OUT;n:type:ShaderForge.SFN_Sin,id:103,x:31502,y:32731,varname:node_103,prsc:2|IN-9652-OUT;n:type:ShaderForge.SFN_Tex2d,id:8806,x:32112,y:32335,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:node_8806,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_ComponentMask,id:4986,x:30997,y:32164,varname:node_4986,prsc:2,cc1:0,cc2:-1,cc3:-1,cc4:-1|IN-155-UVOUT;n:type:ShaderForge.SFN_ComponentMask,id:2029,x:30997,y:32336,varname:node_2029,prsc:2,cc1:1,cc2:-1,cc3:-1,cc4:-1|IN-155-UVOUT;n:type:ShaderForge.SFN_Blend,id:4618,x:32042,y:32687,varname:node_4618,prsc:2,blmd:1,clmp:True|SRC-7888-OUT,DST-741-OUT;n:type:ShaderForge.SFN_Fresnel,id:1770,x:32116,y:33426,varname:node_1770,prsc:2;n:type:ShaderForge.SFN_Multiply,id:4688,x:32532,y:32551,varname:node_4688,prsc:2|A-174-OUT,B-6995-OUT;n:type:ShaderForge.SFN_Multiply,id:6995,x:32289,y:32619,varname:node_6995,prsc:2|A-4618-OUT,B-9678-OUT;n:type:ShaderForge.SFN_Slider,id:9678,x:31861,y:32521,ptovrint:False,ptlb:Brightness,ptin:_Brightness,varname:node_9678,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1.967094,max:5;n:type:ShaderForge.SFN_Slider,id:7163,x:31696,y:33456,ptovrint:False,ptlb:Strength,ptin:_Strength,varname:node_7163,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:-10,cur:1,max:10;n:type:ShaderForge.SFN_Multiply,id:7888,x:32308,y:33389,varname:node_7888,prsc:2|A-1770-OUT,B-7163-OUT;proporder:1605-9800-4957-8928-8806-9678-7163;pass:END;sub:END;*/

Shader "Tsuna/Point Visnel FX" {
    Properties {
        _Color ("Color", Color) = (1,1,1,1)
        _Metallic ("Metallic", Range(0, 1)) = 0
        _Glossiness ("Glossiness", Range(0, 1)) = 0
        _Density ("Density", Range(0, 10000)) = 1000
        _MainTex ("MainTex", 2D) = "white" {}
        _Brightness ("Brightness", Range(0, 5)) = 1.967094
        _Strength ("Strength", Range(-10, 10)) = 1
        [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
    }
    SubShader {
        Tags {
            "Queue"="AlphaTest"
            "RenderType"="TransparentCutout"
        }
        LOD 200
        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"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma multi_compile_fwdbase_fullshadows
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform float4 _Color;
            uniform float _Glossiness;
            uniform float _Metallic;
            uniform float _Density;
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform float _Brightness;
            uniform float _Strength;
            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 viewReflectDirection = reflect( -viewDirection, normalDirection );
                float node_4618 = saturate((((1.0-max(0,dot(normalDirection, viewDirection)))*_Strength)*(round(sin((i.uv0.g*_Density)))+round(sin((i.uv0.r*_Density))))));
                clip(node_4618 - 0.5);
                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
                float3 lightColor = _LightColor0.rgb;
                float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
                float attenuation = LIGHT_ATTENUATION(i);
                float3 attenColor = attenuation * _LightColor0.xyz;
                float Pi = 3.141592654;
                float InvPi = 0.31830988618;
///////// Gloss:
                float gloss = _Glossiness;
                float perceptualRoughness = 1.0 - _Glossiness;
                float roughness = perceptualRoughness * perceptualRoughness;
                float specPow = exp2( gloss * 10.0 + 1.0 );
/////// GI Data:
                UnityLight light;
                #ifdef LIGHTMAP_OFF
                    light.color = lightColor;
                    light.dir = lightDirection;
                    light.ndotl = LambertTerm (normalDirection, light.dir);
                #else
                    light.color = half3(0.f, 0.f, 0.f);
                    light.ndotl = 0.0f;
                    light.dir = half3(0.f, 0.f, 0.f);
                #endif
                UnityGIInput d;
                d.light = light;
                d.worldPos = i.posWorld.xyz;
                d.worldViewDir = viewDirection;
                d.atten = attenuation;
                Unity_GlossyEnvironmentData ugls_en_data;
                ugls_en_data.roughness = 1.0 - gloss;
                ugls_en_data.reflUVW = viewReflectDirection;
                UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
                lightDirection = gi.light.dir;
                lightColor = gi.light.color;
////// Specular:
                float NdotL = saturate(dot( normalDirection, lightDirection ));
                float LdotH = saturate(dot(lightDirection, halfDirection));
                float3 specularColor = _Metallic;
                float specularMonochrome;
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
                float3 node_174 = (_MainTex_var.rgb*_Color.rgb);
                float3 diffuseColor = (node_174*(node_4618*_Brightness)); // Need this for specular when using metallic
                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
                specularMonochrome = 1.0-specularMonochrome;
                float NdotV = abs(dot( normalDirection, viewDirection ));
                float NdotH = saturate(dot( normalDirection, halfDirection ));
                float VdotH = saturate(dot( viewDirection, halfDirection ));
                float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
                float normTerm = GGXTerm(NdotH, roughness);
                float specularPBL = (visTerm*normTerm) * UNITY_PI;
                #ifdef UNITY_COLORSPACE_GAMMA
                    specularPBL = sqrt(max(1e-4h, specularPBL));
                #endif
                specularPBL = max(0, specularPBL * NdotL);
                #if defined(_SPECULARHIGHLIGHTS_OFF)
                    specularPBL = 0.0;
                #endif
                specularPBL *= any(specularColor) ? 1.0 : 0.0;
                float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
                float3 specular = directSpecular;
/////// Diffuse:
                NdotL = max(0.0,dot( normalDirection, lightDirection ));
                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
                float nlPow5 = Pow5(1-NdotL);
                float nvPow5 = Pow5(1-NdotV);
                float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
                float3 indirectDiffuse = float3(0,0,0);
                indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
////// Emissive:
                float3 emissive = node_174;
/// Final Color:
                float3 finalColor = diffuse + specular + 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"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma multi_compile_fwdadd_fullshadows
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform float4 _Color;
            uniform float _Glossiness;
            uniform float _Metallic;
            uniform float _Density;
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform float _Brightness;
            uniform float _Strength;
            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;
                float node_4618 = saturate((((1.0-max(0,dot(normalDirection, viewDirection)))*_Strength)*(round(sin((i.uv0.g*_Density)))+round(sin((i.uv0.r*_Density))))));
                clip(node_4618 - 0.5);
                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
                float3 lightColor = _LightColor0.rgb;
                float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
                float attenuation = LIGHT_ATTENUATION(i);
                float3 attenColor = attenuation * _LightColor0.xyz;
                float Pi = 3.141592654;
                float InvPi = 0.31830988618;
///////// Gloss:
                float gloss = _Glossiness;
                float perceptualRoughness = 1.0 - _Glossiness;
                float roughness = perceptualRoughness * perceptualRoughness;
                float specPow = exp2( gloss * 10.0 + 1.0 );
////// Specular:
                float NdotL = saturate(dot( normalDirection, lightDirection ));
                float LdotH = saturate(dot(lightDirection, halfDirection));
                float3 specularColor = _Metallic;
                float specularMonochrome;
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
                float3 node_174 = (_MainTex_var.rgb*_Color.rgb);
                float3 diffuseColor = (node_174*(node_4618*_Brightness)); // Need this for specular when using metallic
                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
                specularMonochrome = 1.0-specularMonochrome;
                float NdotV = abs(dot( normalDirection, viewDirection ));
                float NdotH = saturate(dot( normalDirection, halfDirection ));
                float VdotH = saturate(dot( viewDirection, halfDirection ));
                float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
                float normTerm = GGXTerm(NdotH, roughness);
                float specularPBL = (visTerm*normTerm) * UNITY_PI;
                #ifdef UNITY_COLORSPACE_GAMMA
                    specularPBL = sqrt(max(1e-4h, specularPBL));
                #endif
                specularPBL = max(0, specularPBL * NdotL);
                #if defined(_SPECULARHIGHLIGHTS_OFF)
                    specularPBL = 0.0;
                #endif
                specularPBL *= any(specularColor) ? 1.0 : 0.0;
                float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
                float3 specular = directSpecular;
/////// Diffuse:
                NdotL = max(0.0,dot( normalDirection, lightDirection ));
                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
                float nlPow5 = Pow5(1-NdotL);
                float nvPow5 = Pow5(1-NdotV);
                float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
                float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
                float3 finalColor = diffuse + specular;
                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"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.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
            uniform float _Density;
            uniform float _Strength;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                V2F_SHADOW_CASTER;
                float2 uv0 : TEXCOORD1;
                float4 posWorld : TEXCOORD2;
                float3 normalDir : TEXCOORD3;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                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 );
                i.normalDir = normalize(i.normalDir);
                i.normalDir *= faceSign;
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 normalDirection = i.normalDir;
                float node_4618 = saturate((((1.0-max(0,dot(normalDirection, viewDirection)))*_Strength)*(round(sin((i.uv0.g*_Density)))+round(sin((i.uv0.r*_Density))))));
                clip(node_4618 - 0.5);
                SHADOW_CASTER_FRAGMENT(i)
            }
            ENDCG
        }
    }
    FallBack "Tsuna/Shading FX"
    CustomEditor "ShaderForgeMaterialInspector"
}
