// 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 "Moshiro/UnlitRainbow" {
    Properties {
        _Normals ("Normals", 2D) = "bump" {}
        _AORGBHeightA ("AO (RGB) Height (A)", 2D) = "white" {}
        _DisplacementR ("Displacement (R)", 2D) = "white" {}
        _Depth ("Depth", Range(0, 10)) = 10
        _Diffuse ("Diffuse", 2D) = "white" {}
    }
    SubShader {
        Tags {
            "RenderType"="Opaque"
        }
        LOD 100000
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            
            
            CGPROGRAM
            #pragma hull hull
            #pragma domain domain
            #pragma vertex tessvert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
            #define _GLOSSYENV 1
            #include "UnityCG.cginc"
            #include "AutoLight.cginc"
            #include "Lighting.cginc"
            #include "Tessellation.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma multi_compile_fwdbase_fullshadows
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles3 metal d3d11_9x xboxone ps4 psp2 
            #pragma target 5.0
            uniform sampler2D _Normals; uniform float4 _Normals_ST;
            uniform float _Depth;
            uniform sampler2D _DisplacementR; uniform float4 _DisplacementR_ST;
            uniform sampler2D _AORGBHeightA; uniform float4 _AORGBHeightA_ST;
            uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 texcoord0 : TEXCOORD0;
                float2 texcoord1 : TEXCOORD1;
                float2 texcoord2 : TEXCOORD2;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float2 uv1 : TEXCOORD1;
                float2 uv2 : TEXCOORD2;
                float4 posWorld : TEXCOORD3;
                float3 normalDir : TEXCOORD4;
                float3 tangentDir : TEXCOORD5;
                float3 bitangentDir : TEXCOORD6;
                LIGHTING_COORDS(7,8)
                UNITY_FOG_COORDS(9)
                #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
                    float4 ambientOrLightmapUV : TEXCOORD10;
                #endif
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.uv1 = v.texcoord1;
                o.uv2 = v.texcoord2;
                #ifdef LIGHTMAP_ON
                    o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
                    o.ambientOrLightmapUV.zw = 0;
                #elif UNITY_SHOULD_SAMPLE_SH
                #endif
                #ifdef DYNAMICLIGHTMAP_ON
                    o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
                #endif
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
                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;
            }
            #ifdef UNITY_CAN_COMPILE_TESSELLATION
                struct TessVertex {
                    float4 vertex : INTERNALTESSPOS;
                    float3 normal : NORMAL;
                    float4 tangent : TANGENT;
                    float2 texcoord0 : TEXCOORD0;
                    float2 texcoord1 : TEXCOORD1;
                    float2 texcoord2 : TEXCOORD2;
                };
                struct OutputPatchConstant {
                    float edge[3]         : SV_TessFactor;
                    float inside          : SV_InsideTessFactor;
                    float3 vTangent[4]    : TANGENT;
                    float2 vUV[4]         : TEXCOORD;
                    float3 vTanUCorner[4] : TANUCORNER;
                    float3 vTanVCorner[4] : TANVCORNER;
                    float4 vCWts          : TANWEIGHTS;
                };
                TessVertex tessvert (VertexInput v) {
                    TessVertex o;
                    o.vertex = v.vertex;
                    o.normal = v.normal;
                    o.tangent = v.tangent;
                    o.texcoord0 = v.texcoord0;
                    o.texcoord1 = v.texcoord1;
                    o.texcoord2 = v.texcoord2;
                    return o;
                }
                void displacement (inout VertexInput v){
                    float4 node_5233 = _Time;
                    float2 node_6 = (v.texcoord0*2.0);
                    float2 node_161 = (node_6+node_5233.g*float2(0.4,0));
                    float node_15 = 1.0;
                    float4 _DisplacementR_var = tex2Dlod(_DisplacementR,float4(TRANSFORM_TEX(node_161, _DisplacementR),0.0,node_15));
                    float4 node_803 = tex2Dlod(_AORGBHeightA,float4(TRANSFORM_TEX(node_6, _AORGBHeightA),0.0,node_15));
                    v.vertex.xyz += (v.normal*((1.0 - max(_DisplacementR_var.r,node_803.a))*((-1.0)*_Depth)));
                }
                float Tessellation(TessVertex v){
                    return 340282300000000000000000000000000000000.0;
                }
                float4 Tessellation(TessVertex v, TessVertex v1, TessVertex v2){
                    float tv = Tessellation(v);
                    float tv1 = Tessellation(v1);
                    float tv2 = Tessellation(v2);
                    return float4( tv1+tv2, tv2+tv, tv+tv1, tv+tv1+tv2 ) / float4(2,2,2,3);
                }
                OutputPatchConstant hullconst (InputPatch<TessVertex,3> v) {
                    OutputPatchConstant o = (OutputPatchConstant)0;
                    float4 ts = Tessellation( v[0], v[1], v[2] );
                    o.edge[0] = ts.x;
                    o.edge[1] = ts.y;
                    o.edge[2] = ts.z;
                    o.inside = ts.w;
                    return o;
                }
                [domain("tri")]
                [partitioning("fractional_odd")]
                [outputtopology("triangle_cw")]
                [patchconstantfunc("hullconst")]
                [outputcontrolpoints(3)]
                TessVertex hull (InputPatch<TessVertex,3> v, uint id : SV_OutputControlPointID) {
                    return v[id];
                }
                [domain("tri")]
                VertexOutput domain (OutputPatchConstant tessFactors, const OutputPatch<TessVertex,3> vi, float3 bary : SV_DomainLocation) {
                    VertexInput v = (VertexInput)0;
                    v.vertex = vi[0].vertex*bary.x + vi[1].vertex*bary.y + vi[2].vertex*bary.z;
                    v.normal = vi[0].normal*bary.x + vi[1].normal*bary.y + vi[2].normal*bary.z;
                    v.tangent = vi[0].tangent*bary.x + vi[1].tangent*bary.y + vi[2].tangent*bary.z;
                    v.texcoord0 = vi[0].texcoord0*bary.x + vi[1].texcoord0*bary.y + vi[2].texcoord0*bary.z;
                    v.texcoord1 = vi[0].texcoord1*bary.x + vi[1].texcoord1*bary.y + vi[2].texcoord1*bary.z;
                    displacement(v);
                    VertexOutput o = vert(v);
                    return o;
                }
            #endif
            float4 frag(VertexOutput i) : COLOR {
                i.normalDir = normalize(i.normalDir);
                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float2 node_6 = (i.uv0*2.0);
                float3 _Normals_var = UnpackNormal(tex2D(_Normals,TRANSFORM_TEX(node_6, _Normals)));
                float node_15 = 1.0;
                float4 node_803 = tex2Dlod(_AORGBHeightA,float4(TRANSFORM_TEX(node_6, _AORGBHeightA),0.0,node_15));
                float4 node_5233 = _Time;
                float2 node_161 = (node_6+node_5233.g*float2(0.4,0));
                float4 _DisplacementR_var = tex2Dlod(_DisplacementR,float4(TRANSFORM_TEX(node_161, _DisplacementR),0.0,node_15));
                float node_156 = saturate((node_803.a-_DisplacementR_var.r));
                float3 normalLocal = normalize(lerp(float3(0,0,1),_Normals_var.rgb,node_156));
                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
                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;
///////// Gloss:
                float gloss = 10.0;
                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;
                #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
                    d.ambient = 0;
                    d.lightmapUV = i.ambientOrLightmapUV;
                #else
                    d.ambient = i.ambientOrLightmapUV;
                #endif
                #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
                    d.boxMin[0] = unity_SpecCube0_BoxMin;
                    d.boxMin[1] = unity_SpecCube1_BoxMin;
                #endif
                #if UNITY_SPECCUBE_BOX_PROJECTION
                    d.boxMax[0] = unity_SpecCube0_BoxMax;
                    d.boxMax[1] = unity_SpecCube1_BoxMax;
                    d.probePosition[0] = unity_SpecCube0_ProbePosition;
                    d.probePosition[1] = unity_SpecCube1_ProbePosition;
                #endif
                d.probeHDR[0] = unity_SpecCube0_HDR;
                d.probeHDR[1] = unity_SpecCube1_HDR;
                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 ));
                float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse));
                float4 node_798 = tex2D(_AORGBHeightA,TRANSFORM_TEX(node_6, _AORGBHeightA));
                float3 node_162 = lerp(float3(0.4117647,0.3826572,0.3602941),(_Diffuse_var.rgb*node_798.rgb),node_156);
                float node_165 = (node_156*node_162.r);
                float3 specularColor = float3(node_165,node_165,node_165);
                float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor;
                float3 indirectSpecular = (gi.indirect.specular)*specularColor;
                float3 specular = (directSpecular + indirectSpecular);
/////// Diffuse:
                NdotL = dot( normalDirection, lightDirection );
                float node_237 = (0.5*(1.0 - node_156));
                float3 w = float3(node_237,node_237,node_237)*0.5; // Light wrapping
                float3 NdotLWrap = NdotL * ( 1.0 - w );
                float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w );
                NdotL = max(0.0,dot( normalDirection, lightDirection ));
                float3 directDiffuse = forwardLight * attenColor;
                float3 indirectDiffuse = float3(0,0,0);
                indirectDiffuse += gi.indirect.diffuse;
                float3 diffuseColor = node_162;
                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
/// Final Color:
                float3 finalColor = diffuse + specular;
                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 hull hull
            #pragma domain domain
            #pragma vertex tessvert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDADD
            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
            #define _GLOSSYENV 1
            #include "UnityCG.cginc"
            #include "AutoLight.cginc"
            #include "Lighting.cginc"
            #include "Tessellation.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma multi_compile_fwdadd_fullshadows
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles3 metal d3d11_9x xboxone ps4 psp2 
            #pragma target 5.0
            uniform sampler2D _Normals; uniform float4 _Normals_ST;
            uniform float _Depth;
            uniform sampler2D _DisplacementR; uniform float4 _DisplacementR_ST;
            uniform sampler2D _AORGBHeightA; uniform float4 _AORGBHeightA_ST;
            uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 texcoord0 : TEXCOORD0;
                float2 texcoord1 : TEXCOORD1;
                float2 texcoord2 : TEXCOORD2;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float2 uv1 : TEXCOORD1;
                float2 uv2 : TEXCOORD2;
                float4 posWorld : TEXCOORD3;
                float3 normalDir : TEXCOORD4;
                float3 tangentDir : TEXCOORD5;
                float3 bitangentDir : TEXCOORD6;
                LIGHTING_COORDS(7,8)
                UNITY_FOG_COORDS(9)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.uv1 = v.texcoord1;
                o.uv2 = v.texcoord2;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
                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;
            }
            #ifdef UNITY_CAN_COMPILE_TESSELLATION
                struct TessVertex {
                    float4 vertex : INTERNALTESSPOS;
                    float3 normal : NORMAL;
                    float4 tangent : TANGENT;
                    float2 texcoord0 : TEXCOORD0;
                    float2 texcoord1 : TEXCOORD1;
                    float2 texcoord2 : TEXCOORD2;
                };
                struct OutputPatchConstant {
                    float edge[3]         : SV_TessFactor;
                    float inside          : SV_InsideTessFactor;
                    float3 vTangent[4]    : TANGENT;
                    float2 vUV[4]         : TEXCOORD;
                    float3 vTanUCorner[4] : TANUCORNER;
                    float3 vTanVCorner[4] : TANVCORNER;
                    float4 vCWts          : TANWEIGHTS;
                };
                TessVertex tessvert (VertexInput v) {
                    TessVertex o;
                    o.vertex = v.vertex;
                    o.normal = v.normal;
                    o.tangent = v.tangent;
                    o.texcoord0 = v.texcoord0;
                    o.texcoord1 = v.texcoord1;
                    o.texcoord2 = v.texcoord2;
                    return o;
                }
                void displacement (inout VertexInput v){
                    float4 node_3319 = _Time;
                    float2 node_6 = (v.texcoord0*2.0);
                    float2 node_161 = (node_6+node_3319.g*float2(0.4,0));
                    float node_15 = 1.0;
                    float4 _DisplacementR_var = tex2Dlod(_DisplacementR,float4(TRANSFORM_TEX(node_161, _DisplacementR),0.0,node_15));
                    float4 node_803 = tex2Dlod(_AORGBHeightA,float4(TRANSFORM_TEX(node_6, _AORGBHeightA),0.0,node_15));
                    v.vertex.xyz += (v.normal*((1.0 - max(_DisplacementR_var.r,node_803.a))*((-1.0)*_Depth)));
                }
                float Tessellation(TessVertex v){
                    return 340282300000000000000000000000000000000.0;
                }
                float4 Tessellation(TessVertex v, TessVertex v1, TessVertex v2){
                    float tv = Tessellation(v);
                    float tv1 = Tessellation(v1);
                    float tv2 = Tessellation(v2);
                    return float4( tv1+tv2, tv2+tv, tv+tv1, tv+tv1+tv2 ) / float4(2,2,2,3);
                }
                OutputPatchConstant hullconst (InputPatch<TessVertex,3> v) {
                    OutputPatchConstant o = (OutputPatchConstant)0;
                    float4 ts = Tessellation( v[0], v[1], v[2] );
                    o.edge[0] = ts.x;
                    o.edge[1] = ts.y;
                    o.edge[2] = ts.z;
                    o.inside = ts.w;
                    return o;
                }
                [domain("tri")]
                [partitioning("fractional_odd")]
                [outputtopology("triangle_cw")]
                [patchconstantfunc("hullconst")]
                [outputcontrolpoints(3)]
                TessVertex hull (InputPatch<TessVertex,3> v, uint id : SV_OutputControlPointID) {
                    return v[id];
                }
                [domain("tri")]
                VertexOutput domain (OutputPatchConstant tessFactors, const OutputPatch<TessVertex,3> vi, float3 bary : SV_DomainLocation) {
                    VertexInput v = (VertexInput)0;
                    v.vertex = vi[0].vertex*bary.x + vi[1].vertex*bary.y + vi[2].vertex*bary.z;
                    v.normal = vi[0].normal*bary.x + vi[1].normal*bary.y + vi[2].normal*bary.z;
                    v.tangent = vi[0].tangent*bary.x + vi[1].tangent*bary.y + vi[2].tangent*bary.z;
                    v.texcoord0 = vi[0].texcoord0*bary.x + vi[1].texcoord0*bary.y + vi[2].texcoord0*bary.z;
                    v.texcoord1 = vi[0].texcoord1*bary.x + vi[1].texcoord1*bary.y + vi[2].texcoord1*bary.z;
                    displacement(v);
                    VertexOutput o = vert(v);
                    return o;
                }
            #endif
            float4 frag(VertexOutput i) : COLOR {
                i.normalDir = normalize(i.normalDir);
                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float2 node_6 = (i.uv0*2.0);
                float3 _Normals_var = UnpackNormal(tex2D(_Normals,TRANSFORM_TEX(node_6, _Normals)));
                float node_15 = 1.0;
                float4 node_803 = tex2Dlod(_AORGBHeightA,float4(TRANSFORM_TEX(node_6, _AORGBHeightA),0.0,node_15));
                float4 node_3319 = _Time;
                float2 node_161 = (node_6+node_3319.g*float2(0.4,0));
                float4 _DisplacementR_var = tex2Dlod(_DisplacementR,float4(TRANSFORM_TEX(node_161, _DisplacementR),0.0,node_15));
                float node_156 = saturate((node_803.a-_DisplacementR_var.r));
                float3 normalLocal = normalize(lerp(float3(0,0,1),_Normals_var.rgb,node_156));
                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
                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;
///////// Gloss:
                float gloss = 10.0;
                float specPow = exp2( gloss * 10.0 + 1.0 );
////// Specular:
                float NdotL = saturate(dot( normalDirection, lightDirection ));
                float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse));
                float4 node_798 = tex2D(_AORGBHeightA,TRANSFORM_TEX(node_6, _AORGBHeightA));
                float3 node_162 = lerp(float3(0.4117647,0.3826572,0.3602941),(_Diffuse_var.rgb*node_798.rgb),node_156);
                float node_165 = (node_156*node_162.r);
                float3 specularColor = float3(node_165,node_165,node_165);
                float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor;
                float3 specular = directSpecular;
/////// Diffuse:
                NdotL = dot( normalDirection, lightDirection );
                float node_237 = (0.5*(1.0 - node_156));
                float3 w = float3(node_237,node_237,node_237)*0.5; // Light wrapping
                float3 NdotLWrap = NdotL * ( 1.0 - w );
                float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w );
                NdotL = max(0.0,dot( normalDirection, lightDirection ));
                float3 directDiffuse = forwardLight * attenColor;
                float3 diffuseColor = node_162;
                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 Back
            
            CGPROGRAM
            #pragma hull hull
            #pragma domain domain
            #pragma vertex tessvert
            #pragma fragment frag
            #define UNITY_PASS_SHADOWCASTER
            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
            #define _GLOSSYENV 1
            #include "UnityCG.cginc"
            #include "Lighting.cginc"
            #include "Tessellation.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile_shadowcaster
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles3 metal d3d11_9x xboxone ps4 psp2 
            #pragma target 5.0
            uniform float _Depth;
            uniform sampler2D _DisplacementR; uniform float4 _DisplacementR_ST;
            uniform sampler2D _AORGBHeightA; uniform float4 _AORGBHeightA_ST;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 texcoord0 : TEXCOORD0;
                float2 texcoord1 : TEXCOORD1;
                float2 texcoord2 : TEXCOORD2;
            };
            struct VertexOutput {
                V2F_SHADOW_CASTER;
                float2 uv0 : TEXCOORD1;
                float2 uv1 : TEXCOORD2;
                float2 uv2 : TEXCOORD3;
                float4 posWorld : TEXCOORD4;
                float3 normalDir : TEXCOORD5;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.uv1 = v.texcoord1;
                o.uv2 = v.texcoord2;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                o.pos = UnityObjectToClipPos( v.vertex );
                TRANSFER_SHADOW_CASTER(o)
                return o;
            }
            #ifdef UNITY_CAN_COMPILE_TESSELLATION
                struct TessVertex {
                    float4 vertex : INTERNALTESSPOS;
                    float3 normal : NORMAL;
                    float4 tangent : TANGENT;
                    float2 texcoord0 : TEXCOORD0;
                    float2 texcoord1 : TEXCOORD1;
                    float2 texcoord2 : TEXCOORD2;
                };
                struct OutputPatchConstant {
                    float edge[3]         : SV_TessFactor;
                    float inside          : SV_InsideTessFactor;
                    float3 vTangent[4]    : TANGENT;
                    float2 vUV[4]         : TEXCOORD;
                    float3 vTanUCorner[4] : TANUCORNER;
                    float3 vTanVCorner[4] : TANVCORNER;
                    float4 vCWts          : TANWEIGHTS;
                };
                TessVertex tessvert (VertexInput v) {
                    TessVertex o;
                    o.vertex = v.vertex;
                    o.normal = v.normal;
                    o.tangent = v.tangent;
                    o.texcoord0 = v.texcoord0;
                    o.texcoord1 = v.texcoord1;
                    o.texcoord2 = v.texcoord2;
                    return o;
                }
                void displacement (inout VertexInput v){
                    float4 node_3599 = _Time;
                    float2 node_6 = (v.texcoord0*2.0);
                    float2 node_161 = (node_6+node_3599.g*float2(0.4,0));
                    float node_15 = 1.0;
                    float4 _DisplacementR_var = tex2Dlod(_DisplacementR,float4(TRANSFORM_TEX(node_161, _DisplacementR),0.0,node_15));
                    float4 node_803 = tex2Dlod(_AORGBHeightA,float4(TRANSFORM_TEX(node_6, _AORGBHeightA),0.0,node_15));
                    v.vertex.xyz += (v.normal*((1.0 - max(_DisplacementR_var.r,node_803.a))*((-1.0)*_Depth)));
                }
                float Tessellation(TessVertex v){
                    return 340282300000000000000000000000000000000.0;
                }
                float4 Tessellation(TessVertex v, TessVertex v1, TessVertex v2){
                    float tv = Tessellation(v);
                    float tv1 = Tessellation(v1);
                    float tv2 = Tessellation(v2);
                    return float4( tv1+tv2, tv2+tv, tv+tv1, tv+tv1+tv2 ) / float4(2,2,2,3);
                }
                OutputPatchConstant hullconst (InputPatch<TessVertex,3> v) {
                    OutputPatchConstant o = (OutputPatchConstant)0;
                    float4 ts = Tessellation( v[0], v[1], v[2] );
                    o.edge[0] = ts.x;
                    o.edge[1] = ts.y;
                    o.edge[2] = ts.z;
                    o.inside = ts.w;
                    return o;
                }
                [domain("tri")]
                [partitioning("fractional_odd")]
                [outputtopology("triangle_cw")]
                [patchconstantfunc("hullconst")]
                [outputcontrolpoints(3)]
                TessVertex hull (InputPatch<TessVertex,3> v, uint id : SV_OutputControlPointID) {
                    return v[id];
                }
                [domain("tri")]
                VertexOutput domain (OutputPatchConstant tessFactors, const OutputPatch<TessVertex,3> vi, float3 bary : SV_DomainLocation) {
                    VertexInput v = (VertexInput)0;
                    v.vertex = vi[0].vertex*bary.x + vi[1].vertex*bary.y + vi[2].vertex*bary.z;
                    v.normal = vi[0].normal*bary.x + vi[1].normal*bary.y + vi[2].normal*bary.z;
                    v.tangent = vi[0].tangent*bary.x + vi[1].tangent*bary.y + vi[2].tangent*bary.z;
                    v.texcoord0 = vi[0].texcoord0*bary.x + vi[1].texcoord0*bary.y + vi[2].texcoord0*bary.z;
                    v.texcoord1 = vi[0].texcoord1*bary.x + vi[1].texcoord1*bary.y + vi[2].texcoord1*bary.z;
                    displacement(v);
                    VertexOutput o = vert(v);
                    return o;
                }
            #endif
            float4 frag(VertexOutput i) : COLOR {
                i.normalDir = normalize(i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 normalDirection = i.normalDir;
                SHADOW_CASTER_FRAGMENT(i)
            }
            ENDCG
        }
        Pass {
            Name "Meta"
            Tags {
                "LightMode"="Meta"
            }
            Cull Off
            
            CGPROGRAM
            #pragma hull hull
            #pragma domain domain
            #pragma vertex tessvert
            #pragma fragment frag
            #define UNITY_PASS_META 1
            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
            #define _GLOSSYENV 1
            #include "UnityCG.cginc"
            #include "Lighting.cginc"
            #include "Tessellation.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #include "UnityMetaPass.cginc"
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile_shadowcaster
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles3 metal d3d11_9x xboxone ps4 psp2 
            #pragma target 5.0
            uniform float _Depth;
            uniform sampler2D _DisplacementR; uniform float4 _DisplacementR_ST;
            uniform sampler2D _AORGBHeightA; uniform float4 _AORGBHeightA_ST;
            uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 texcoord0 : TEXCOORD0;
                float2 texcoord1 : TEXCOORD1;
                float2 texcoord2 : TEXCOORD2;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float2 uv1 : TEXCOORD1;
                float2 uv2 : TEXCOORD2;
                float4 posWorld : TEXCOORD3;
                float3 normalDir : TEXCOORD4;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.uv1 = v.texcoord1;
                o.uv2 = v.texcoord2;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
                return o;
            }
            #ifdef UNITY_CAN_COMPILE_TESSELLATION
                struct TessVertex {
                    float4 vertex : INTERNALTESSPOS;
                    float3 normal : NORMAL;
                    float4 tangent : TANGENT;
                    float2 texcoord0 : TEXCOORD0;
                    float2 texcoord1 : TEXCOORD1;
                    float2 texcoord2 : TEXCOORD2;
                };
                struct OutputPatchConstant {
                    float edge[3]         : SV_TessFactor;
                    float inside          : SV_InsideTessFactor;
                    float3 vTangent[4]    : TANGENT;
                    float2 vUV[4]         : TEXCOORD;
                    float3 vTanUCorner[4] : TANUCORNER;
                    float3 vTanVCorner[4] : TANVCORNER;
                    float4 vCWts          : TANWEIGHTS;
                };
                TessVertex tessvert (VertexInput v) {
                    TessVertex o;
                    o.vertex = v.vertex;
                    o.normal = v.normal;
                    o.tangent = v.tangent;
                    o.texcoord0 = v.texcoord0;
                    o.texcoord1 = v.texcoord1;
                    o.texcoord2 = v.texcoord2;
                    return o;
                }
                void displacement (inout VertexInput v){
                    float4 node_5664 = _Time;
                    float2 node_6 = (v.texcoord0*2.0);
                    float2 node_161 = (node_6+node_5664.g*float2(0.4,0));
                    float node_15 = 1.0;
                    float4 _DisplacementR_var = tex2Dlod(_DisplacementR,float4(TRANSFORM_TEX(node_161, _DisplacementR),0.0,node_15));
                    float4 node_803 = tex2Dlod(_AORGBHeightA,float4(TRANSFORM_TEX(node_6, _AORGBHeightA),0.0,node_15));
                    v.vertex.xyz += (v.normal*((1.0 - max(_DisplacementR_var.r,node_803.a))*((-1.0)*_Depth)));
                }
                float Tessellation(TessVertex v){
                    return 340282300000000000000000000000000000000.0;
                }
                float4 Tessellation(TessVertex v, TessVertex v1, TessVertex v2){
                    float tv = Tessellation(v);
                    float tv1 = Tessellation(v1);
                    float tv2 = Tessellation(v2);
                    return float4( tv1+tv2, tv2+tv, tv+tv1, tv+tv1+tv2 ) / float4(2,2,2,3);
                }
                OutputPatchConstant hullconst (InputPatch<TessVertex,3> v) {
                    OutputPatchConstant o = (OutputPatchConstant)0;
                    float4 ts = Tessellation( v[0], v[1], v[2] );
                    o.edge[0] = ts.x;
                    o.edge[1] = ts.y;
                    o.edge[2] = ts.z;
                    o.inside = ts.w;
                    return o;
                }
                [domain("tri")]
                [partitioning("fractional_odd")]
                [outputtopology("triangle_cw")]
                [patchconstantfunc("hullconst")]
                [outputcontrolpoints(3)]
                TessVertex hull (InputPatch<TessVertex,3> v, uint id : SV_OutputControlPointID) {
                    return v[id];
                }
                [domain("tri")]
                VertexOutput domain (OutputPatchConstant tessFactors, const OutputPatch<TessVertex,3> vi, float3 bary : SV_DomainLocation) {
                    VertexInput v = (VertexInput)0;
                    v.vertex = vi[0].vertex*bary.x + vi[1].vertex*bary.y + vi[2].vertex*bary.z;
                    v.normal = vi[0].normal*bary.x + vi[1].normal*bary.y + vi[2].normal*bary.z;
                    v.tangent = vi[0].tangent*bary.x + vi[1].tangent*bary.y + vi[2].tangent*bary.z;
                    v.texcoord0 = vi[0].texcoord0*bary.x + vi[1].texcoord0*bary.y + vi[2].texcoord0*bary.z;
                    v.texcoord1 = vi[0].texcoord1*bary.x + vi[1].texcoord1*bary.y + vi[2].texcoord1*bary.z;
                    displacement(v);
                    VertexOutput o = vert(v);
                    return o;
                }
            #endif
            float4 frag(VertexOutput i) : SV_Target {
                i.normalDir = normalize(i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 normalDirection = i.normalDir;
                UnityMetaInput o;
                UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
                
                o.Emission = 0;
                
                float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse));
                float2 node_6 = (i.uv0*2.0);
                float4 node_798 = tex2D(_AORGBHeightA,TRANSFORM_TEX(node_6, _AORGBHeightA));
                float node_15 = 1.0;
                float4 node_803 = tex2Dlod(_AORGBHeightA,float4(TRANSFORM_TEX(node_6, _AORGBHeightA),0.0,node_15));
                float4 node_5664 = _Time;
                float2 node_161 = (node_6+node_5664.g*float2(0.4,0));
                float4 _DisplacementR_var = tex2Dlod(_DisplacementR,float4(TRANSFORM_TEX(node_161, _DisplacementR),0.0,node_15));
                float node_156 = saturate((node_803.a-_DisplacementR_var.r));
                float3 node_162 = lerp(float3(0.4117647,0.3826572,0.3602941),(_Diffuse_var.rgb*node_798.rgb),node_156);
                float3 diffColor = node_162;
                float node_165 = (node_156*node_162.r);
                float3 specColor = float3(node_165,node_165,node_165);
                float roughness = 1.0 - 10.0;
                o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
                
                return UnityMetaFragment( o );
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
    CustomEditor "ShaderForgeMaterialInspector"
}
