// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

// Shader created with Shader Forge v1.27 
// 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 "CubedParadox/Unit Shadowed" {
    Properties {
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("MainTex", 2D) = "white" {}
        _ShadowColor ("Shadow Color", Color) = (0.5,0.5,0.5,1)
    }
    SubShader {
        Tags {
            "RenderType"="Opaque"
        }
        
        CGPROGRAM
        #pragma surface surf Lambert addshadow
        struct Input {
            float4 color : COLOR;
        };
        void surf(Input IN, inout SurfaceOutput o) {
            o.Albedo = 1;
        }
        ENDCG
        
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #include "UnityCG.cginc"
            #include "AutoLight.cginc"
            #include "Lighting.cginc"
            #pragma multi_compile_fwdbase_fullshadows
            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
            #pragma target 3.0
            uniform float4 _Color;
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform float4 _ShadowColor;
            struct VertexInput {
                float4 vertex : POSITION;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                LIGHTING_COORDS(1,2)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.pos = UnityObjectToClipPos(v.vertex );
                TRANSFER_VERTEX_TO_FRAGMENT(o)
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
////// Lighting:
                float attenuation = LIGHT_ATTENUATION(i);
////// Emissive:
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
                float3 emissive = (_MainTex_var.rgb*lerp(_ShadowColor.rgb,_Color.rgb,attenuation));
                float3 finalColor = emissive;
                return fixed4(finalColor,1);
            }
            ENDCG
        }
        Pass {
            Name "FORWARD_DELTA"
            Tags {
                "LightMode"="ForwardAdd"
            }
            Blend One One
            
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDADD
            #include "UnityCG.cginc"
            #include "AutoLight.cginc"
            #include "Lighting.cginc"
            #pragma multi_compile_fwdadd_fullshadows
            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
            #pragma target 3.0
            uniform float4 _Color;
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform float4 _ShadowColor;
            struct VertexInput {
                float4 vertex : POSITION;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                LIGHTING_COORDS(1,2)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.pos = UnityObjectToClipPos(v.vertex );
                TRANSFER_VERTEX_TO_FRAGMENT(o)
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
////// Lighting:
                float attenuation = LIGHT_ATTENUATION(i);
                float3 finalColor = 0;
                return fixed4(finalColor * 1,0);
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
    CustomEditor "ShaderForgeMaterialInspector"
}
