// Shader created with Shader Forge v1.38 
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Shader "DrPotato/Grids V3" {
    Properties {
        _GridOverlay ("Grid Overlay", 2D) = "white" {}
        _Color ("Color", Color) = (0,1,0,1)
        [MaterialToggle] _Lines ("Lines", Float ) = 1
        [MaterialToggle] _BlackLines ("Black Lines", Float ) = 1
        [MaterialToggle] _ColoredLines ("Colored Lines", Float ) = 1
        _LineIntensity ("Line Intensity", Float ) = 0
        _Black ("Black", Color) = (0,0,0,0)
        _White ("White", Color) = (1,1,1,1)
    }
    SubShader {
        Tags {
            "RenderType"="Opaque"
        }
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            
            
            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 float4 _Color;
            uniform sampler2D _GridOverlay; uniform float4 _GridOverlay_ST;
            uniform float _LineIntensity;
            uniform fixed _BlackLines;
            uniform fixed _Lines;
            uniform fixed _ColoredLines;
            uniform float4 _Black;
            uniform float4 _White;
            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) : COLOR {
                i.normalDir = normalize(i.normalDir);
                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 _GridOverlay_var = tex2D(_GridOverlay,TRANSFORM_TEX(i.uv0, _GridOverlay));
                float3 node_5095 = ((_GridOverlay_var.rgb*_Color.rgb)-_Black.rgb);
                float3 node_977 = (_White.rgb-_GridOverlay_var.rgb);
                float3 diffuseColor = lerp( _Color.rgb, lerp( lerp( (node_5095+node_977), node_5095, _BlackLines ), (node_977*_Color.rgb), _ColoredLines ), _Lines );
                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
////// Emissive:
                float3 emissive = (_LineIntensity*node_977);
/// 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
            
            
            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 float4 _Color;
            uniform sampler2D _GridOverlay; uniform float4 _GridOverlay_ST;
            uniform float _LineIntensity;
            uniform fixed _BlackLines;
            uniform fixed _Lines;
            uniform fixed _ColoredLines;
            uniform float4 _Black;
            uniform float4 _White;
            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) : COLOR {
                i.normalDir = normalize(i.normalDir);
                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 _GridOverlay_var = tex2D(_GridOverlay,TRANSFORM_TEX(i.uv0, _GridOverlay));
                float3 node_5095 = ((_GridOverlay_var.rgb*_Color.rgb)-_Black.rgb);
                float3 node_977 = (_White.rgb-_GridOverlay_var.rgb);
                float3 diffuseColor = lerp( _Color.rgb, lerp( lerp( (node_5095+node_977), node_5095, _BlackLines ), (node_977*_Color.rgb), _ColoredLines ), _Lines );
                float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
                float3 finalColor = diffuse;
                fixed4 finalRGBA = fixed4(finalColor * 1,0);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
    CustomEditor "ShaderForgeMaterialInspector"
}
