Shader "CubedParadox/Flat Lit Toon Lite"
{
	Properties
	{
		_MainTex("MainTex", 2D) = "white" {}
		_Color("Color", Color) = (1,1,1,1)
		_ColorMask("ColorMask", 2D) = "black" {}
		_Shadow("Shadow", Range(0, 1)) = 0.4
		_EmissionMap("Emission Map", 2D) = "white" {}
		[HDR]_EmissionColor("Emission Color", Color) = (0,0,0,1)
		_BumpMap("BumpMap", 2D) = "bump" {}
        [HideInInspector] _Cull ("__cull", Float) = 2.0
	}

	SubShader
	{
		Tags
		{
			"Queue"="Geometry" "RenderType" = "Opaque"
		}
		Cull [_Cull]
		Pass
		{

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

			CGPROGRAM
			#include "..\CGIncludes\FlatLitToonCoreLite.cginc"
			#pragma vertex vert
			#pragma fragment frag 

			#pragma only_renderers d3d11 glcore gles
			#pragma target 4.0

			#pragma multi_compile_fwdbase
			#pragma multi_compile_fog

			float4 frag(VertexOutput i) : COLOR
			{
				float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));
				i.normalDir = normalize(i.normalDir);
				float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
				float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
				float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals
				float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
				
				float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
				float3 lightColor = _LightColor0.rgb;
				UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);

				float4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap));
				float3 emissive = (_EmissionMap_var.rgb*_EmissionColor.rgb);
				float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));
				float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);
				baseColor *= float4(i.col.rgb, 1);

				float3 lightmap = float4(1.0,1.0,1.0,1.0);
				#ifdef LIGHTMAP_ON
				lightmap = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv1 * unity_LightmapST.xy + unity_LightmapST.zw));
				#endif

				float3 reflectionMap = DecodeHDR(UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, normalize((_WorldSpaceCameraPos - objPos.rgb)), 7), unity_SpecCube0_HDR)* 0.02;

				float grayscalelightcolor = dot(_LightColor0.rgb, grayscale_vector);
				float bottomIndirectLighting = grayscaleSH9(float3(0.0, -1.0, 0.0));
				float topIndirectLighting = grayscaleSH9(float3(0.0, 1.0, 0.0));
				float grayscaleDirectLighting = dot(lightDirection, normalDirection)*grayscalelightcolor*attenuation + grayscaleSH9(normalDirection);

				float lightDifference = topIndirectLighting + grayscalelightcolor - bottomIndirectLighting;
				float remappedLight = (grayscaleDirectLighting - bottomIndirectLighting) / lightDifference;

				float3 indirectLighting = saturate((ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)) + reflectionMap));
				float3 directLighting = saturate((ShadeSH9(half4(0.0, 1.0, 0.0, 1.0)) + reflectionMap + _LightColor0.rgb));
				float3 directContribution = saturate((1.0 - _Shadow) + floor(saturate(remappedLight) * 2.0));
				float3 finalColor = emissive + (baseColor * lerp(indirectLighting, directLighting, directContribution));
				fixed4 finalRGBA = fixed4(finalColor * lightmap, baseColor.a);

                UNITY_OPAQUE_ALPHA(finalRGBA.a);
				UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
				return finalRGBA;
			}
			ENDCG
		}

		Pass
		{
			Name "FORWARD_DELTA"
			Tags { "LightMode" = "ForwardAdd" }

			Blend One One
            Cull [_Cull]

			CGPROGRAM
			#include "..\CGIncludes\FlatLitToonCoreLite.cginc"
			#pragma vertex vert
			#pragma fragment frag

			#pragma only_renderers d3d11 glcore gles
			#pragma target 4.0

			#pragma multi_compile_fwdadd_fullshadows
			#pragma multi_compile_fog

			float4 frag(VertexOutput i) : COLOR
			{
				float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));
				i.normalDir = normalize(i.normalDir);
				float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
				float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
				float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals
				float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));

				float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
				float3 lightColor = _LightColor0.rgb;
				UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);
	
				float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));
				float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);
				baseColor *= float4(i.col.rgb, 1);

				float lightContribution = dot(normalize(_WorldSpaceLightPos0.xyz - i.posWorld.xyz),normalDirection)*attenuation;
				float3 directContribution = floor(saturate(lightContribution) * 2.0);
				float3 finalColor = baseColor * lerp(0, _LightColor0.rgb, saturate(directContribution + ((1 - _Shadow) * attenuation)));
				fixed4 finalRGBA = fixed4(finalColor, 1) * i.col;

                UNITY_OPAQUE_ALPHA(finalRGBA.a);
				UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
				return finalRGBA;
			}
			ENDCG
		}

		Pass
		{
			Name "SHADOW_CASTER"
			Tags{ "LightMode" = "ShadowCaster" }

			ZWrite On ZTest LEqual
            Cull [_Cull]

			CGPROGRAM
			#include "..\CGIncludes\FlatLitToonShadows.cginc"
			
			#pragma multi_compile_shadowcaster
			#pragma fragmentoption ARB_precision_hint_fastest

			#pragma only_renderers d3d11 glcore gles
			#pragma target 4.0

			#pragma vertex vertShadowCaster
			#pragma fragment fragShadowCaster
			ENDCG
		}
	}
	FallBack "Diffuse"
    CustomEditor "CubedsUnityShaders.FlatLitToonLiteInspector"
}