﻿// 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>, November 2021

// Shader that draws haircuts with transparent texture parts.
Shader "Avatar SDK/URP/Haircut Unlit Transparent"
{
    Properties
    {
        _MainTex("Texture", 2D) = "white" {}
    }

    SubShader
    {
        Tags {"RenderType" = "TransparentCutout" "RenderPipeline" = "LightweightPipeline" "IgnoreProjector" = "True" "Queue" = "Transparent"}
        Blend SrcAlpha OneMinusSrcAlpha

        Pass
        {
            //Tags {"LightMode" = "LightweightForward"}

            Cull Off
            ZWrite Off
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

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

            struct Input
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

            Input vert(appdata v)
            {
                Input o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }

            fixed4 frag(Input i) : COLOR
            {
                return tex2D(_MainTex, i.uv);
            }

            ENDCG
        }

        Pass
        {
            Tags{"LightMode" = "UniversalForward"}

            Cull Back
            ZWrite On
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

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

            struct Input
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

            Input vert(appdata v)
            {
                Input o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }

            fixed4 frag(Input i) : COLOR
            {
                return tex2D(_MainTex, i.uv);
            }

            ENDCG
        }
    }

        //FallBack "Diffuse"
}
