// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'

// Shader created with Shader Forge v1.30 
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Shader "Tree/Tree Wind" {
    Properties {
        _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1)
        _MainTex ("Base Color", 2D) = "white" {}
        _WindIntensity_R ("WindIntensity_R", Float ) = 1
        _WindSpeed_R ("WindSpeed_R", Float ) = 1
        _WindIntensity_B ("WindIntensity_B", Float ) = 1
        _WindSpeed_B ("WindSpeed_B", Float ) = 1
    }
    SubShader {
        Tags {
            "IgnoreProjector"="True"
            "Queue"="AlphaTest"
            "RenderType"="TransparentCutout"
        }
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            Cull Off
            
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #define _GLOSSYENV 1
            #include "UnityCG.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma multi_compile_fwdbase
            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
            #pragma target 3.0
            uniform float4 _TimeEditor;
            uniform float4 _Color;
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform float _WindIntensity_R;
            uniform float _WindSpeed_R;
            uniform float _WindIntensity_B;
            uniform float _WindSpeed_B;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float2 texcoord0 : TEXCOORD0;
                float4 vertexColor : COLOR;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float4 posWorld : TEXCOORD1;
                float3 normalDir : TEXCOORD2;
                float4 vertexColor : COLOR;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.vertexColor = v.vertexColor;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                float node_6463 = 3.141592654;
                float4 node_4498 = _Time + _TimeEditor;
                float3 node_7555 = normalize(float3(1,1,1));
                v.vertex.xyz += ((sin(((o.vertexColor.r*node_6463)+(node_4498.g*_WindSpeed_R)))*_WindIntensity_R*o.vertexColor.r*node_7555)+(_WindIntensity_B*sin(((o.vertexColor.b*node_6463)+(_WindSpeed_B*node_4498.g)))*o.vertexColor.b*node_7555));
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
                return o;
            }
            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                i.normalDir = normalize(i.normalDir);
                i.normalDir *= faceSign;
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 normalDirection = i.normalDir;
                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
////// Lighting:
////// Emissive:
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
                float3 node_6343 = (_MainTex_var.rgb*_Color.rgb);
                float3 emissive = node_6343;
                float3 finalColor = emissive;
                return fixed4(finalColor,1);
            }
            ENDCG
        }
        Pass {
            Name "ShadowCaster"
            Tags {
                "LightMode"="ShadowCaster"
            }
            Offset 1, 1
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_SHADOWCASTER
            #define _GLOSSYENV 1
            #include "UnityCG.cginc"
            #include "Lighting.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile_shadowcaster
            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
            #pragma target 3.0
            uniform float4 _TimeEditor;
            uniform float _WindIntensity_R;
            uniform float _WindSpeed_R;
            uniform float _WindIntensity_B;
            uniform float _WindSpeed_B;
            struct VertexInput {
                float4 vertex : POSITION;
                float4 vertexColor : COLOR;
            };
            struct VertexOutput {
                V2F_SHADOW_CASTER;
                float4 vertexColor : COLOR;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.vertexColor = v.vertexColor;
                float node_6463 = 3.141592654;
                float4 node_4498 = _Time + _TimeEditor;
                float3 node_7555 = normalize(float3(1,1,1));
                v.vertex.xyz += ((sin(((o.vertexColor.r*node_6463)+(node_4498.g*_WindSpeed_R)))*_WindIntensity_R*o.vertexColor.r*node_7555)+(_WindIntensity_B*sin(((o.vertexColor.b*node_6463)+(_WindSpeed_B*node_4498.g)))*o.vertexColor.b*node_7555));
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
                TRANSFER_SHADOW_CASTER(o)
                return o;
            }
            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                SHADOW_CASTER_FRAGMENT(i)
            }
            ENDCG
        }
        Pass {
            Name "Meta"
            Tags {
                "LightMode"="Meta"
            }
            Cull Off
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_META 1
            #define _GLOSSYENV 1
            #include "UnityCG.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #include "UnityMetaPass.cginc"
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile_shadowcaster
            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
            #pragma target 3.0
            uniform float4 _TimeEditor;
            uniform float4 _Color;
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform float _WindIntensity_R;
            uniform float _WindSpeed_R;
            uniform float _WindIntensity_B;
            uniform float _WindSpeed_B;
            struct VertexInput {
                float4 vertex : POSITION;
                float2 texcoord0 : TEXCOORD0;
                float2 texcoord1 : TEXCOORD1;
                float2 texcoord2 : TEXCOORD2;
                float4 vertexColor : COLOR;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float4 vertexColor : COLOR;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.vertexColor = v.vertexColor;
                float node_6463 = 3.141592654;
                float4 node_4498 = _Time + _TimeEditor;
                float3 node_7555 = normalize(float3(1,1,1));
                v.vertex.xyz += ((sin(((o.vertexColor.r*node_6463)+(node_4498.g*_WindSpeed_R)))*_WindIntensity_R*o.vertexColor.r*node_7555)+(_WindIntensity_B*sin(((o.vertexColor.b*node_6463)+(_WindSpeed_B*node_4498.g)))*o.vertexColor.b*node_7555));
                o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
                return o;
            }
            float4 frag(VertexOutput i, float facing : VFACE) : SV_Target {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                UnityMetaInput o;
                UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
                
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
                float3 node_6343 = (_MainTex_var.rgb*_Color.rgb);
                o.Emission = node_6343;
                
                float3 diffColor = float3(0,0,0);
                o.Albedo = diffColor;
                
                return UnityMetaFragment( o );
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
    CustomEditor "ShaderForgeMaterialInspector"
}
