// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "UsayaLib/Obsolete/Outline" {
	Properties {
		_Color ("Main Color", Color) = (.5,.5,.5,1)
		_OutlineColor ("Outline Color", Color) = (0,0,0,1)
		_Outline ("Outline width", Range (0.0, 0.5)) = .005
		_MainTex ("Base (RGB)", 2D) = "white" { }
	}
 
	CGINCLUDE
	#include "UnityCG.cginc"
	
	struct appdata {
		float4 vertex : POSITION;
		float3 normal : NORMAL;
	};
	
	struct v2f {
		float4 pos : POSITION;
		float4 color : COLOR;
	};
	
	uniform float _Outline;
	uniform float4 _OutlineColor;
	
	v2f vert(appdata v) {
		v2f o;
		o.pos = UnityObjectToClipPos(v.vertex);
	
		float3 norm   = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
		float2 offset = TransformViewToProjection(norm.xy);
	
		o.pos.xy += offset * _Outline;
		o.color = _OutlineColor;
		return o;
	}
	ENDCG
 
	SubShader {
		Tags { "Queue" = "Transparent" }
 
		Pass {
			Name "OUTLINE"
			Tags { "LightMode" = "Always" }
			Cull Front
			ZWrite On
			ZTest Always
			ColorMask RGB // alpha not used
 
			Blend SrcAlpha OneMinusSrcAlpha // Normal
 
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			
			half4 frag(v2f i) :COLOR {
				return i.color;
			}
			ENDCG
		}
		Pass {
			Name "BASE"
/*
			Cull Back
			ZWrite On
			ZTest LEqual
*/
			ZWrite On
			ZTest Always

			SetTexture [_MainTex] {
				ConstantColor [_Color]
				Combine texture * constant
			}
		}
	}
	Fallback "Diffuse"
}
