// Curved World <http://u3d.as/1W8h>
// Copyright (c) Amazing Assets <https://amazingassets.world>
 
Shader "Amazing Assets/Curved World/Unity Standard Assets/Projector/Multiply" 
{
	Properties 
	{	
		[HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1", Vector) = (0, 0, 0, 0)

		_ShadowTex ("Cookie", 2D) = "gray" {}
		_FalloffTex ("FallOff", 2D) = "white" {}
	}

	Subshader 
	{
		Tags {"Queue"="Transparent"}

		Pass 
		{
			ZWrite Off
			ColorMask RGB
			Blend DstColor Zero
			Offset -1, -1

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_fog
			#include "UnityCG.cginc"


#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"

			
			struct v2f 
			{
				float4 uvShadow : TEXCOORD0;
				float4 uvFalloff : TEXCOORD1;
				UNITY_FOG_COORDS(2)
				float4 pos : SV_POSITION;
			};
			
			float4x4 unity_Projector;
			float4x4 unity_ProjectorClip;
			
			v2f vert (float4 vertex : POSITION)
			{
				v2f o;


#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
	CURVEDWORLD_TRANSFORM_VERTEX(vertex)
#endif

				o.pos = UnityObjectToClipPos(vertex);
				o.uvShadow = mul (unity_Projector, vertex);
				o.uvFalloff = mul (unity_ProjectorClip, vertex);
				UNITY_TRANSFER_FOG(o,o.pos);
				return o;
			}
			
			sampler2D _ShadowTex;
			sampler2D _FalloffTex;
			
			fixed4 frag (v2f i) : SV_Target
			{
				fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
				texS.a = 1.0-texS.a;

				fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff));
				fixed4 res = lerp(fixed4(1,1,1,0), texS, texF.a);

				UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(1,1,1,1));
				return res;
			}
			ENDCG
		}
	}

	CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI"
}
