﻿Shader "Surface Shader CG (Specular Setup)"
{
   Properties
	{
		_Color("Color", Color) = (1,1,1,1)
        _MainTex("Albedo", 2D) = "white" {}

        _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

        _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
        _GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0
        [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0

        _SpecColor("Specular", Color) = (0.2,0.2,0.2)
        _SpecGlossMap("Specular", 2D) = "white" {}
        [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
        [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0

        _BumpScale("Scale", Float) = 1.0
        _BumpMap("Normal Map", 2D) = "bump" {}

        _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
        _ParallaxMap ("Height Map", 2D) = "black" {}

        _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
        _OcclusionMap("Occlusion", 2D) = "white" {}

        _EmissionColor("Color", Color) = (0,0,0)
        _EmissionMap("Emission", 2D) = "white" {}

        _DetailMask("Detail Mask", 2D) = "white" {}

        _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
        _DetailNormalMapScale("Scale", Float) = 1.0
        _DetailNormalMap("Normal Map", 2D) = "bump" {}

        [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0
		
		// Blending state
        [HideInInspector] _Mode ("__mode", Float) = 0.0
		[HideInInspector] _Layer ("__layer", Float) = 0.0
        [HideInInspector] _SrcBlend ("__src", Float) = 1.0
        [HideInInspector] _DstBlend ("__dst", Float) = 0.0
        [HideInInspector] _ZWrite ("__zw", Float) = 1.0
		[HideInInspector] _Cull ("__cull", Float) = 0.0
	}
	
	CGINCLUDE
		#define _SPECULAR_WORKFLOW
    ENDCG
	
    SubShader
    {
		Tags 
		{
			"RenderType"="Opaque" 
		}
        LOD 300
	
        // ------------------------------------------------------------------
        //  Base forward pass (directional light, emission, lightmaps, ...)
        Pass
        {
            Name "FORWARD"
            Tags { "LightMode" = "ForwardBase" }

            Blend [_SrcBlend] [_DstBlend]
            ZWrite [_ZWrite]

            CGPROGRAM
            #pragma target 3.0

            // -------------------------------------

            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature _EMISSION
            #pragma shader_feature_local _SPECGLOSSMAP
            #pragma shader_feature_local _DETAIL_MULX2
            #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature_local _GLOSSYREFLECTIONS_OFF
            #pragma shader_feature_local _PARALLAXMAP

            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog
            #pragma multi_compile_instancing
            // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
            //#pragma multi_compile _ LOD_FADE_CROSSFADE

            #pragma vertex vert
            #pragma fragment fragBase
            #include "CGIncludes/SurfaceShaderShared.cginc"

            ENDCG
        }
        // ------------------------------------------------------------------
        //  Additive forward pass (one light per pass)
        Pass
        {
            Name "FORWARD_DELTA"
            Tags { "LightMode" = "ForwardAdd" }
            Blend [_SrcBlend] One
            Fog { Color (0,0,0,0) } // in additive pass fog should be black
            ZWrite Off
            ZTest LEqual

            CGPROGRAM
            #pragma target 3.0

            // -------------------------------------

            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_local _SPECGLOSSMAP
            #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature_local _DETAIL_MULX2
            #pragma shader_feature_local _PARALLAXMAP

            #pragma multi_compile_fwdadd_fullshadows
            #pragma multi_compile_fog
            // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
            //#pragma multi_compile _ LOD_FADE_CROSSFADE

            #pragma vertex vert
            #pragma fragment fragAdd
            #include "CGIncludes/SurfaceShaderShared.cginc"

            ENDCG
        }
        // ------------------------------------------------------------------
        //  Shadow rendering pass
        Pass 
		{
            Name "ShadowCaster"
            Tags { "LightMode" = "ShadowCaster" }

            ZWrite On ZTest LEqual

            CGPROGRAM
            #pragma target 3.0

            // -------------------------------------


            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_local _SPECGLOSSMAP
            #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local _PARALLAXMAP
            #pragma multi_compile_shadowcaster
            #pragma multi_compile_instancing
            // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
            //#pragma multi_compile _ LOD_FADE_CROSSFADE

            #pragma vertex vertShadowCaster
            #pragma fragment fragShadowCaster

            #include "UnityStandardShadow.cginc"

            ENDCG
        }
	}
	
	CustomEditor "SurfaceShaderCGGUI"
}
  