// Shader created with Shader Forge v1.38 
// 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/Flat Lit Toon" {
    Properties {
        _MainTex ("MainTex", 2D) = "white" {}
        _Color ("Color", Color) = (1,1,1,1)
        _ColorMask ("ColorMask", 2D) = "black" {}
        _Shadow ("Shadow", Range(0, 1)) = 0.4
        _outline_width ("outline_width", Float ) = 0.002
        _outline_tint ("outline_tint", Range(0, 1)) = 0.5
        _EmissionMap ("Emission Map", 2D) = "white" {}
        _EmissionColor ("Emission Color", Color) = (0,0,0,1)
        _BumpMap ("BumpMap", 2D) = "bump" {}
        [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
    }
    SubShader {
        Tags {
            "Queue"="AlphaTest"
            "RenderType"="TransparentCutout"
        }
        CGPROGRAM
            #pragma surface surf Lambert addshadow
            #pragma shader_feature DONT_OUTLINE

            uniform sampler2D _MainTex;
            struct Input {
                float4 color : COLOR;
                float2 uv_MainTex;
            };

            void surf(Input IN, inout SurfaceOutput o) {
                float4 _MainTex_var = tex2D(_MainTex,IN.uv_MainTex);
                o.Albedo = 1;
                clip(_MainTex_var.a - 0.5);
            }
        ENDCG
      
        Pass {
            Name "OUTLINE"
            Tags {
                "LightMode"="ForwardBase"
            }
            Cull Front
            
            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 multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles n3ds wiiu 
            #pragma target 3.0
            #pragma shader_feature DONT_OUTLINE
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform float4 _Color;
            float3 CubemapReflections( float3 reflVect ){
            float4 val = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflVect, 7);
            float3 reflCol = DecodeHDR(val, unity_SpecCube0_HDR);
            return reflCol * 0.02;
            }
            
            float3 Function_node_3693( float3 normal ){
            return ShadeSH9(half4(normal, 1.0));
            
            }
            
            uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST;
            float3 Function_node_36932( float3 normal ){
            return ShadeSH9(half4(normal, 1.0));
            
            }
            
            float3 aaa( float3 normal ){
            return ShadeSH9(half4(normal, 1.0));
            
            }
            
            float3 bbb( float3 normal ){
            return ShadeSH9(half4(normal, 1.0));
            
            }
            
            float3 Function_node_369( float3 normal ){
            return ShadeSH9(half4(normal, 1.0));
            
            }
            uniform float _outline_width;
            uniform float _outline_tint;
            uniform float _Shadow;
            uniform sampler2D _EmissionMap; uniform float4 _EmissionMap_ST;
            uniform float4 _EmissionColor;
            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float4 posWorld : TEXCOORD1;
                float3 normalDir : TEXCOORD2;
                float3 tangentDir : TEXCOORD3;
                float3 bitangentDir : TEXCOORD4;
                LIGHTING_COORDS(5,6)
                UNITY_FOG_COORDS(7)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
                float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                float3 lightColor = _LightColor0.rgb;
                o.pos = UnityObjectToClipPos( float4(v.vertex.xyz + normalize(v.normal)*_outline_width,1) );
                UNITY_TRANSFER_FOG(o,o.pos);
                TRANSFER_VERTEX_TO_FRAGMENT(o)
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
                #if DONT_OUTLINE
                clip(-1);
                #endif
                float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
                i.normalDir = normalize(i.normalDir);
                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
                float3 normalLocal = _BumpMap_var.rgb;
                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
                clip(_MainTex_var.a - 0.5);
                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
                float3 lightColor = _LightColor0.rgb;
////// Lighting:
                float attenuation = LIGHT_ATTENUATION(i);
////// Emissive:
                float4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap));
                float3 emissive = (_EmissionMap_var.rgb*_EmissionColor.rgb);
                float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));
                float3 node_5427 = lerp((_MainTex_var.rgb*_Color.rgb),_MainTex_var.rgb,_ColorMask_var.r);
                float3 node_4082 = CubemapReflections( normalize((_WorldSpaceCameraPos-objPos.rgb)) );
                float node_2323 = (1.0 - _Shadow);
                float3 node_1053 = float3(0,0.3823529,0.01845836);
                float node_1382 = dot(_LightColor0.rgb,float3(0,0.3823529,0.01845836));
                float node_638 = dot(node_1053,aaa( float3(0,-1,0) ));
                float node_9834 = 0.0;
                float node_3365 = 2.0;
                float3 node_7956 = lerp((node_5427*saturate((Function_node_369( float3(0,-1,0) )+node_4082))),(node_5427*saturate((Function_node_3693( float3(0,1,0) )+node_4082+(_LightColor0.rgb*saturate((attenuation+(node_2323*(1.0 - _WorldSpaceLightPos0.a)))))))),saturate((node_2323+floor(saturate((node_9834 + ( ((dot(Function_node_36932( normalDirection ),node_1053)+(dot(lightDirection,normalDirection)*node_1382*attenuation)) - node_638) * (1.0 - node_9834) ) / ((dot(node_1053,bbb( float3(0,1,0) ))+node_1382) - node_638))) * node_3365) / (node_3365 - 1))));
                float3 finalColor = emissive + node_7956;
                fixed4 finalRGBA = fixed4(finalColor*(1.0 - _outline_tint),1);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
        Pass {
            Name "OUTLINE_DELTA"
            Tags {
                "LightMode"="ForwardAdd"
            }
            Blend One One
            Cull Front
            
            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 multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles n3ds wiiu 
            #pragma target 3.0
            #pragma shader_feature DONT_OUTLINE
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform float4 _Color;
            float3 CubemapReflections( float3 reflVect ){
            float4 val = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflVect, 7);
            float3 reflCol = DecodeHDR(val, unity_SpecCube0_HDR);
            return reflCol * 0.02;
            }
            
            float3 Function_node_3693( float3 normal ){
            return ShadeSH9(half4(normal, 1.0));
            
            }
            
            uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST;
            float3 Function_node_36932( float3 normal ){
            return ShadeSH9(half4(normal, 1.0));
            
            }
            
            float3 aaa( float3 normal ){
            return ShadeSH9(half4(normal, 1.0));
            
            }
            
            float3 bbb( float3 normal ){
            return ShadeSH9(half4(normal, 1.0));
            
            }
            
            float3 Function_node_369( float3 normal ){
            return ShadeSH9(half4(normal, 1.0));
            
            }
            uniform float _outline_width;
            uniform float _outline_tint;
            uniform float _Shadow;
            uniform sampler2D _EmissionMap; uniform float4 _EmissionMap_ST;
            uniform float4 _EmissionColor;
            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float4 posWorld : TEXCOORD1;
                float3 normalDir : TEXCOORD2;
                float3 tangentDir : TEXCOORD3;
                float3 bitangentDir : TEXCOORD4;
                LIGHTING_COORDS(5,6)
                UNITY_FOG_COORDS(7)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
                float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                float3 lightColor = _LightColor0.rgb;
                o.pos = UnityObjectToClipPos( float4(v.vertex.xyz + normalize(v.normal)*_outline_width,1) );
                UNITY_TRANSFER_FOG(o,o.pos);
                TRANSFER_VERTEX_TO_FRAGMENT(o)
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
                #if DONT_OUTLINE
                clip(-1);
                #endif
                float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
                i.normalDir = normalize(i.normalDir);
                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
                float3 normalLocal = _BumpMap_var.rgb;
                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
                clip(_MainTex_var.a - 0.5);
                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
                float3 lightColor = _LightColor0.rgb;
////// Lighting:
                float attenuation = LIGHT_ATTENUATION(i);
                float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));
                float3 node_5427 = lerp((_MainTex_var.rgb*_Color.rgb),_MainTex_var.rgb,_ColorMask_var.r);
                float3 node_4082 = CubemapReflections( normalize((_WorldSpaceCameraPos-objPos.rgb)) );
                float node_2323 = (1.0 - _Shadow);
                float3 node_1053 = float3(0,0.3823529,0.01845836);
                float node_1382 = dot(_LightColor0.rgb,float3(0,0.3823529,0.01845836));
                float node_638 = dot(node_1053,aaa( float3(0,-1,0) ));
                float node_9834 = 0.0;
                float node_3365 = 2.0;
                float3 node_7956 = lerp((node_5427*saturate((Function_node_369( float3(0,-1,0) )+node_4082))),(node_5427*saturate((Function_node_3693( float3(0,1,0) )+node_4082+(_LightColor0.rgb*saturate((attenuation+(node_2323*(1.0 - _WorldSpaceLightPos0.a)))))))),saturate((node_2323+floor(saturate((node_9834 + ( ((dot(Function_node_36932( normalDirection ),node_1053)+(dot(lightDirection,normalDirection)*node_1382*attenuation)) - node_638) * (1.0 - node_9834) ) / ((dot(node_1053,bbb( float3(0,1,0) ))+node_1382) - node_638))) * node_3365) / (node_3365 - 1))));
                float3 finalColor = node_7956;
                fixed4 finalRGBA = fixed4(finalColor * 1*(1.0 - _outline_tint),0);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            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 multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles n3ds wiiu 
            #pragma target 3.0
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform float4 _Color;
            float3 CubemapReflections( float3 reflVect ){
            float4 val = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflVect, 7);
            float3 reflCol = DecodeHDR(val, unity_SpecCube0_HDR);
            return reflCol * 0.02;
            }
            
            float3 Function_node_3693( float3 normal ){
            return ShadeSH9(half4(normal, 1.0));
            
            }
            
            uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST;
            float3 Function_node_36932( float3 normal ){
            return ShadeSH9(half4(normal, 1.0));
            
            }
            
            float3 aaa( float3 normal ){
            return ShadeSH9(half4(normal, 1.0));
            
            }
            
            float3 bbb( float3 normal ){
            return ShadeSH9(half4(normal, 1.0));
            
            }
            
            float3 Function_node_369( float3 normal ){
            return ShadeSH9(half4(normal, 1.0));
            
            }
            
            uniform float _Shadow;
            uniform sampler2D _EmissionMap; uniform float4 _EmissionMap_ST;
            uniform float4 _EmissionColor;
            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float4 posWorld : TEXCOORD1;
                float3 normalDir : TEXCOORD2;
                float3 tangentDir : TEXCOORD3;
                float3 bitangentDir : TEXCOORD4;
                LIGHTING_COORDS(5,6)
                UNITY_FOG_COORDS(7)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
                float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                float3 lightColor = _LightColor0.rgb;
                o.pos = UnityObjectToClipPos( v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                TRANSFER_VERTEX_TO_FRAGMENT(o)
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
                float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
                i.normalDir = normalize(i.normalDir);
                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
                float3 normalLocal = _BumpMap_var.rgb;
                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
                clip(_MainTex_var.a - 0.5);
                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
                float3 lightColor = _LightColor0.rgb;
////// Lighting:
                float attenuation = LIGHT_ATTENUATION(i);
////// Emissive:
                float4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap));
                float3 emissive = (_EmissionMap_var.rgb*_EmissionColor.rgb);
                float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));
                float3 node_5427 = lerp((_MainTex_var.rgb*_Color.rgb),_MainTex_var.rgb,_ColorMask_var.r);
                float3 node_4082 = CubemapReflections( normalize((_WorldSpaceCameraPos-objPos.rgb)) );
                float node_2323 = (1.0 - _Shadow);
                float3 node_1053 = float3(0,0.3823529,0.01845836);
                float node_1382 = dot(_LightColor0.rgb,float3(0,0.3823529,0.01845836));
                float node_638 = dot(node_1053,aaa( float3(0,-1,0) ));
                float node_9834 = 0.0;
                float node_3365 = 2.0;
                float3 node_7956 = lerp((node_5427*saturate((Function_node_369( float3(0,-1,0) )+node_4082))),(node_5427*saturate((Function_node_3693( float3(0,1,0) )+node_4082+(_LightColor0.rgb*saturate((attenuation+(node_2323*(1.0 - _WorldSpaceLightPos0.a)))))))),saturate((node_2323+floor(saturate((node_9834 + ( ((dot(Function_node_36932( normalDirection ),node_1053)+(dot(lightDirection,normalDirection)*node_1382*attenuation)) - node_638) * (1.0 - node_9834) ) / ((dot(node_1053,bbb( float3(0,1,0) ))+node_1382) - node_638))) * node_3365) / (node_3365 - 1))));
                float3 finalColor = emissive + node_7956;
                fixed4 finalRGBA = fixed4(finalColor,1);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            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 multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles n3ds wiiu 
            #pragma target 3.0
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform float4 _Color;
            float3 CubemapReflections( float3 reflVect ){
            float4 val = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflVect, 7);
            float3 reflCol = DecodeHDR(val, unity_SpecCube0_HDR);
            return reflCol * 0.02;
            }
            
            float3 Function_node_3693( float3 normal ){
            return ShadeSH9(half4(normal, 1.0));
            
            }
            
            uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST;
            float3 Function_node_36932( float3 normal ){
            return ShadeSH9(half4(normal, 1.0));
            
            }
            
            float3 aaa( float3 normal ){
            return ShadeSH9(half4(normal, 1.0));
            
            }
            
            float3 bbb( float3 normal ){
            return ShadeSH9(half4(normal, 1.0));
            
            }
            
            float3 Function_node_369( float3 normal ){
            return ShadeSH9(half4(normal, 1.0));
            
            }
            
            uniform float _Shadow;
            uniform sampler2D _EmissionMap; uniform float4 _EmissionMap_ST;
            uniform float4 _EmissionColor;
            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float4 posWorld : TEXCOORD1;
                float3 normalDir : TEXCOORD2;
                float3 tangentDir : TEXCOORD3;
                float3 bitangentDir : TEXCOORD4;
                LIGHTING_COORDS(5,6)
                UNITY_FOG_COORDS(7)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
                float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                float3 lightColor = _LightColor0.rgb;
                o.pos = UnityObjectToClipPos( v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                TRANSFER_VERTEX_TO_FRAGMENT(o)
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
                float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
                i.normalDir = normalize(i.normalDir);
                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
                float3 normalLocal = _BumpMap_var.rgb;
                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
                clip(_MainTex_var.a - 0.5);
                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
                float3 lightColor = _LightColor0.rgb;
////// Lighting:
                float attenuation = LIGHT_ATTENUATION(i);
                float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));
                float3 node_5427 = lerp((_MainTex_var.rgb*_Color.rgb),_MainTex_var.rgb,_ColorMask_var.r);
                float3 node_4082 = CubemapReflections( normalize((_WorldSpaceCameraPos-objPos.rgb)) );
                float node_2323 = (1.0 - _Shadow);
                float3 node_1053 = float3(0,0.3823529,0.01845836);
                float node_1382 = dot(_LightColor0.rgb,float3(0,0.3823529,0.01845836));
                float node_638 = dot(node_1053,aaa( float3(0,-1,0) ));
                float node_9834 = 0.0;
                float node_3365 = 2.0;
                float3 node_7956 = lerp((node_5427*saturate((Function_node_369( float3(0,-1,0) )+node_4082))),(node_5427*saturate((Function_node_3693( float3(0,1,0) )+node_4082+(_LightColor0.rgb*saturate((attenuation+(node_2323*(1.0 - _WorldSpaceLightPos0.a)))))))),saturate((node_2323+floor(saturate((node_9834 + ( ((dot(Function_node_36932( normalDirection ),node_1053)+(dot(lightDirection,normalDirection)*node_1382*attenuation)) - node_638) * (1.0 - node_9834) ) / ((dot(node_1053,bbb( float3(0,1,0) ))+node_1382) - node_638))) * node_3365) / (node_3365 - 1))));
                float3 finalColor = node_7956;
                fixed4 finalRGBA = fixed4(finalColor * 1,0);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
    CustomEditor "FlatLitToonInspector"
}
