﻿// Copyright (C) Itseez3D, Inc. - All Rights Reserved
// You may not use this file except in compliance with an authorized license
// Unauthorized copying of this file, via any medium is strictly prohibited
// Proprietary and confidential
// UNLESS REQUIRED BY APPLICABLE LAW OR AGREED BY ITSEEZ3D, INC. IN WRITING, SOFTWARE DISTRIBUTED UNDER THE LICENSE IS DISTRIBUTED ON AN "AS IS" BASIS, WITHOUT WARRANTIES OR
// CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED
// See the License for the specific language governing permissions and limitations under the License.
// Written by Itseez3D, Inc. <support@avatarsdk.com>, April 2017

// Default unlit shader.
Shader "Avatar SDK/AvatarUnlitShader"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
        _Cull("Culling: 0-Off, 1-Front, 2-Back", Int) = 0
	}
	SubShader
	{
        Tags { "RenderType" = "Opaque" }
        Cull[_Cull]
		LOD 100

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			// make fog work
			#pragma multi_compile_fog

			
			#include "UnityCG.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float2 uv : TEXCOORD0;
				UNITY_FOG_COORDS(1)
				float4 vertex : SV_POSITION;
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;
			
			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv = TRANSFORM_TEX(v.uv, _MainTex);
				UNITY_TRANSFER_FOG(o,o.vertex);
				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target
			{
				// sample the texture
				fixed4 col = tex2D(_MainTex, i.uv);
				// apply fog
				UNITY_APPLY_FOG(i.fogCoord, col);
				return col;
			}
			ENDCG
		}
	}

	FallBack "Diffuse"
}
