// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

Shader "UsayaLib/Obsolete/SpriteMeshInstanceFade" {
    Properties {
        _Color ("Main Color", Color) = (1,1,1,1)
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
    }

    SubShader {
        Tags {
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
        }

        Cull Off
        Lighting Off
        ZWrite Off
        Blend One OneMinusSrcAlpha

        Pass {
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile _ PIXELSNAP_ON
            #include "UnityCG.cginc"
            
            struct appdata_t {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f {
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                float2 texcoord  : TEXCOORD0;
            };

            fixed4 _Color;

            v2f vert(appdata_t IN){
                v2f OUT;
                OUT.vertex = UnityObjectToClipPos(IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color * _Color;
                #ifdef PIXELSNAP_ON
                OUT.vertex = UnityPixelSnap (OUT.vertex);
                #endif

                return OUT;
            }

            sampler2D _MainTex;
            sampler2D _AlphaTex;
            float _AlphaSplitEnabled;

            fixed4 SampleSpriteTexture(float2 uv){
                fixed4 color = tex2D (_MainTex, uv);
#if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
                if (_AlphaSplitEnabled)
                    color.a = tex2D (_AlphaTex, uv).r;
#endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED

                return color;
            }

            fixed4 frag(v2f IN) : SV_Target {
                fixed4 c = SampleSpriteTexture(IN.texcoord);
                c.rgb = c.rgb * min(fixed3(0.5, 0.5, 0.5), IN.color.rgb) * 2.0 + max(fixed3(0, 0, 0), IN.color.rgb - 0.5) * 2.0;
                c.a *= IN.color.a;
                c.rgb *= c.a;
                return c;
            }
        ENDCG
        }
    }
}