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

Shader "Unity/04-AlphaBlendBothSide" {
    Properties {
        _Color ("Main Tint", Color) = (1,1,1,1)
        _MainTex ("Main Tex", 2D) = "white" {}
        _AlphaScale("Alpha Scale",Range(0,1)) = 1
    }
    SubShader {
        Tags{"Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "Transparent"}

        Pass
        {
            Tags{"LightMode" = "ForwardBase"}

            Cull Front

            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha


            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "Lighting.cginc"
            #include "UnityCG.cginc"

            fixed4 _Color;
            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed _AlphaScale;

            struct a2v
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float3 worldNormal : TEXCOORD0;
                float3 worldPos : TEXCOORD1;
                float2 uv : TEXCOORD2;
            };

            v2f vert(a2v v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.worldNormal = UnityObjectToWorldNormal(v.normal);
                o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;

                o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);

                return o;

            }

            fixed4 frag(v2f i) : SV_TARGET0
            {
                fixed3 worldNormal = normalize(i.worldNormal);
                fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));

                fixed4 texcolor = tex2D(_MainTex,i.uv);

                fixed3 albedo = texcolor.rgb * _Color.rgb;
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
                fixed3 diffues = _LightColor0.rgb * albedo * max(0,dot(worldNormal,worldLightDir));

                return fixed4(ambient + diffues,texcolor.a * _AlphaScale);
            }





            ENDCG
        }


        Pass
        {
            Tags{"LightMode" = "ForwardBase"}

            Cull Back

            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha


            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "Lighting.cginc"
            #include "UnityCG.cginc"

            fixed4 _Color;
            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed _AlphaScale;

            struct a2v
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float3 worldNormal : TEXCOORD0;
                float3 worldPos : TEXCOORD1;
                float2 uv : TEXCOORD2;
            };

            v2f vert(a2v v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.worldNormal = UnityObjectToWorldNormal(v.normal);
                o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;

                o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);

                return o;

            }

            fixed4 frag(v2f i) : SV_TARGET0
            {
                fixed3 worldNormal = normalize(i.worldNormal);
                fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));

                fixed4 texcolor = tex2D(_MainTex,i.uv);

                fixed3 albedo = texcolor.rgb * _Color.rgb;
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
                fixed3 diffues = _LightColor0.rgb * albedo * max(0,dot(worldNormal,worldLightDir));

                return fixed4(ambient + diffues,texcolor.a * _AlphaScale);
            }

            ENDCG

    }
    }
        FallBack "Transparent/VertexLit"

}