// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/

Shader "Alloy/Oriented/Core" {
Properties {
    // Global Settings
    _Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0
    _SrcBlend ("__src", Float) = 0
    _DstBlend ("__dst", Float) = 0
    _ZWrite ("__zw", Float) = 1
    [LM_TransparencyCutOff] 
    _Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
    [Toggle(EFFECT_BUMP)]
    _HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_OrientedBumpMap,_OrientedNormalMapScale}, NormalMaps:{}}}", Float) = 1
    [Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
    _MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_SpecTex,_Occlusion,_OrientedMaterialMap,_OrientedOcclusion}}}", Float) = 0
    
    // Oriented Textures 
    _OrientedTextures ("'Oriented Textures' {Section:{Color:15}}", Float) = 0
    _OrientedColor ("'Tint' {}", Color) = (1,1,1,1)	
    _OrientedMainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
    _OrientedMainTexVelocity ("Scroll", Vector) = (0,0,0,0) 
    _OrientedMaterialMap ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_OrientedMainTex}", 2D) = "white" {}
    _OrientedBumpMap ("'Normals' {Visualize:{NRM}, Parent:_OrientedMainTex}", 2D) = "bump" {}
    _OrientedColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
    
    // Oriented Properties 
    _OrientedPhysicalProperties ("'Oriented Properties' {Section:{Color:16}}", Float) = 0
    _OrientedMetallic ("'Metallic' {Min:0, Max:1}", Float) = 1
    _OrientedSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 1
    _OrientedSpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
    _OrientedRoughness ("'Roughness' {Min:0, Max:1}", Float) = 1
    _OrientedOcclusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
    _OrientedNormalMapScale ("'Normal Strength' {}", Float) = 1

    // Forward Rendering Options
    _ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
    [ToggleOff] 
    _SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
    [ToggleOff] 
    _GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0

    // Advanced Options
    _AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
    _RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
    _EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
}

SubShader {
    Tags { 
        "RenderType" = "Opaque" 
        "PerformanceChecks" = "False"
        //"DisableBatching" = "LODFading"
    }
    LOD 300

    Pass {
        Name "FORWARD" 
        Tags { "LightMode" = "ForwardBase" }

        Blend [_SrcBlend] [_DstBlend]
        ZWrite [_ZWrite]

        CGPROGRAM
        #pragma target 3.0
        #pragma exclude_renderers gles
        
        #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
        #pragma shader_feature EFFECT_BUMP
        #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
        #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
        #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
        
        //#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
        #pragma multi_compile_fwdbase
        #pragma multi_compile_fog
        #pragma multi_compile_instancing
        //#pragma multi_compile __ VTRANSPARENCY_ON
            
        #pragma vertex aMainVertexShader
        #pragma fragment aMainFragmentShader
        
        #define UNITY_PASS_FORWARDBASE
        
        #include "Assets/Alloy/Shaders/Definition/OrientedCore.cginc"
        #include "Assets/Alloy/Shaders/Forward/Base.cginc"

        ENDCG
    }
    
    Pass {
        Name "FORWARD_DELTA"
        Tags { "LightMode" = "ForwardAdd" }
        
        Blend [_SrcBlend] One
        ZWrite Off

        CGPROGRAM
        #pragma target 3.0
        #pragma exclude_renderers gles
        
        #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
        #pragma shader_feature EFFECT_BUMP
        #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
        #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
        
        //#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
        #pragma multi_compile_fwdadd_fullshadows
        #pragma multi_compile_fog
        //#pragma multi_compile __ VTRANSPARENCY_ON
        
        #pragma vertex aMainVertexShader
        #pragma fragment aMainFragmentShader

        #define UNITY_PASS_FORWARDADD

        #include "Assets/Alloy/Shaders/Definition/OrientedCore.cginc"
        #include "Assets/Alloy/Shaders/Forward/Add.cginc"

        ENDCG
    }
    
    Pass {
        Name "SHADOWCASTER"
        Tags { "LightMode" = "ShadowCaster" }
        
        CGPROGRAM
        #pragma target 3.0
        #pragma exclude_renderers gles

        #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
        #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
        
        #pragma multi_compile_shadowcaster
        #pragma multi_compile_instancing

        #pragma vertex aMainVertexShader
        #pragma fragment aMainFragmentShader
        
        #define UNITY_PASS_SHADOWCASTER
        
        #include "Assets/Alloy/Shaders/Definition/OrientedCore.cginc"
        #include "Assets/Alloy/Shaders/Forward/Shadow.cginc"

        ENDCG
    }
    
    Pass {
        Name "DEFERRED"
        Tags { "LightMode" = "Deferred" }

        CGPROGRAM
        #pragma target 3.0
        #pragma exclude_renderers nomrt gles
        
        #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
        #pragma shader_feature EFFECT_BUMP
        #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
        #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
        
        //#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
        #pragma multi_compile_prepassfinal
        #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
        #pragma multi_compile_instancing
        
        #pragma vertex aMainVertexShader
        #pragma fragment aMainFragmentShader
        
        #define UNITY_PASS_DEFERRED
        
        #include "Assets/Alloy/Shaders/Definition/OrientedCore.cginc"
        #include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"

        ENDCG
    }
    
    Pass {
        Name "Meta"
        Tags { "LightMode" = "Meta" }

        Cull Off

        CGPROGRAM
        #pragma target 3.0
        #pragma exclude_renderers nomrt gles
                        
        #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
        
        #pragma vertex aMainVertexShader
        #pragma fragment aMainFragmentShader
        
        #define UNITY_PASS_META
        
        #include "Assets/Alloy/Shaders/Definition/OrientedCore.cginc"
        #include "Assets/Alloy/Shaders/Forward/Meta.cginc"

        ENDCG
    }
}

FallBack "VertexLit"
CustomEditor "AlloyFieldBasedEditor"
}
