//--------------------------------------------------------------------------------------------------------------------------------
// Cartoon FX
// (c) 2012-2020 Jean Moreno
//--------------------------------------------------------------------------------------------------------------------------------

Shader "Cartoon FX/Remaster/Particle Procedural Ring"
{
	Properties
	{
	//# Blending
	//#
		[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Blend Source", Float) = 5
		[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Blend Destination", Float) = 10
	
	//# --------------------------------------------------------

		[Toggle(_CFXR_DISSOLVE)] _UseDissolve ("Enable Dissolve", Float) = 0
	//# IF_KEYWORD _CFXR_DISSOLVE
		[NoScaleOffset] _DissolveTex ("Dissolve Texture", 2D) = "gray" {}
		_DissolveSmooth ("Dissolve Smoothing", Range(0.0001,0.5)) = 0.1
		[ToggleNoKeyword] _InvertDissolveTex ("Invert Dissolve Texture", Float) = 0
	//# END_IF

	//# --------------------------------------------------------

	//# Textures
	//#

		_MainTex ("Texture", 2D) = "white" {}
		[Toggle] _SingleChannel ("Single Channel Texture", Float) = 0

	//# --------------------------------------------------------

	//# Ring
	//#

		[Toggle(_CFXR_RADIAL_UV)] _UseRadialUV ("Enable Radial UVs", Float) = 0
		_RingTopOffset ("Ring Offset", float) = 0.05
		[Toggle(_CFXR_WORLD_SPACE_RING)] _WorldSpaceRing ("World Space", Float) = 0

	//# --------------------------------------------------------

		_HdrMultiply ("HDR Multiplier", Float) = 2

	//# --------------------------------------------------------
	
		[Toggle(_FADING_ON)] _UseSP ("Soft Particles", Float) = 0
	//# IF_KEYWORD _FADING_ON
		_SoftParticlesFadeDistanceNear ("Near Fade", Float) = 0
		_SoftParticlesFadeDistanceFar ("Far Fade", Float) = 1
	//# END_IF

	//# ========================================================
	//# Shadows
	//#

		[KeywordEnum(Off,On,CustomTexture)] _CFXR_DITHERED_SHADOWS ("Dithered Shadows", Float) = 0
	//# IF_KEYWORD _CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE
		_ShadowStrength		("Shadows Strength Max", Range(0,1)) = 1.0
		//#	IF_KEYWORD _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE
		_DitherCustom		("Dithering 3D Texture", 3D) = "black" {}
		//#	END_IF
	//# END_IF
	}
	
	Category
	{
		Tags
		{
			"Queue"="Transparent"
			"IgnoreProjector"="True"
			"RenderType"="Transparent"
		}
		Blend [_SrcBlend] [_DstBlend]
		Cull  Off
		ZWrite Off

/*** URP ***/
		//====================================================================================================================================
		// Universal Rendering Pipeline

		SubShader
		{
			Pass
			{
				Name "BASE"
				Tags { "LightMode"="UniversalForward" }

				CGPROGRAM

				#pragma vertex vertex_program
				#pragma fragment fragment_program
				
				#pragma target 2.0
				
				// #pragma multi_compile_instancing
				#pragma multi_compile_fog

				#pragma shader_feature_local _ _CFXR_RADIAL_UV
				#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING
				#pragma shader_feature_local _ _CFXR_DISSOLVE

				// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
				#pragma shader_feature_local _ _FADING_ON
				#pragma shader_feature_local _ _ALPHATEST_ON
				#pragma shader_feature_local_fragment _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE

				#define CFXR_URP
				#define CFXR_PROCEDURAL_RING_SHADER
				#include "CFXR_PASSES.cginc"

				ENDCG
			}
			
			// Same as above with 'Universal2D' instead and DISABLE_SOFT_PARTICLES keyword
			Pass
			{
				Name "BASE"
				Tags { "LightMode"="Universal2D" }

				CGPROGRAM

				#pragma vertex vertex_program
				#pragma fragment fragment_program
				
				#pragma target 2.0
				
				// #pragma multi_compile_instancing
				#pragma multi_compile_fog

				#pragma shader_feature_local _ _CFXR_RADIAL_UV
				#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING
				#pragma shader_feature_local _ _CFXR_DISSOLVE

				// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
				#pragma shader_feature_local _ _FADING_ON
				#pragma shader_feature_local _ _ALPHATEST_ON
				#pragma shader_feature_local_fragment _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE

				#define CFXR_URP
				#define DISABLE_SOFT_PARTICLES
				#define CFXR_PROCEDURAL_RING_SHADER
				#include "CFXR_PASSES.cginc"

				ENDCG
			}

			//--------------------------------------------------------------------------------------------------------------------------------

			Pass
			{
				Name "ShadowCaster"
				Tags { "LightMode" = "ShadowCaster" }

				BlendOp Add
				Blend One Zero
				ZWrite On
				Cull Off
			
				CGPROGRAM

				#pragma vertex vertex_program
				#pragma fragment fragment_program

				#pragma shader_feature_local _ _CFXR_RADIAL_UV
				#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING
				#pragma shader_feature_local _ _CFXR_DISSOLVE

				#pragma shader_feature_local _ _ALPHATEST_ON
				#pragma shader_feature_local_fragment _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE

				#pragma multi_compile_shadowcaster
				#pragma shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE

			#if (_CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE) && !defined(SHADER_API_GLES)
				#pragma target 3.0		//needed for VPOS
			#endif

				#define CFXR_URP
				#define PASS_SHADOW_CASTER
				#define CFXR_PROCEDURAL_RING_SHADER
				#include "CFXR_PASSES.cginc"

				ENDCG
			}
		}
/*** END URP ***/

/*** BIRP ***/
		//====================================================================================================================================
		// Built-in Rendering Pipeline

		SubShader
		{
			Pass
			{
				Name "BASE"
				Tags { "LightMode"="ForwardBase" }

				CGPROGRAM

				#pragma vertex vertex_program
				#pragma fragment fragment_program
				
				#pragma target 2.0
				
				#pragma multi_compile_particles
				// #pragma multi_compile_instancing
				#pragma multi_compile_fog
				
				#pragma shader_feature_local _ _CFXR_RADIAL_UV
				#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING
				#pragma shader_feature_local _ _CFXR_DISSOLVE

				// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
				#pragma shader_feature_local _ _FADING_ON
				#pragma shader_feature_local _ _ALPHATEST_ON
				#pragma shader_feature_local_fragment _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE

				#define CFXR_PROCEDURAL_RING_SHADER
				#include "CFXR_PASSES.cginc"

				ENDCG
			}

			//--------------------------------------------------------------------------------------------------------------------------------

			Pass
			{
				Name "ShadowCaster"
				Tags { "LightMode" = "ShadowCaster" }

				BlendOp Add
				Blend One Zero
				ZWrite On
				Cull Off
			
				CGPROGRAM

				#pragma vertex vertex_program
				#pragma fragment fragment_program

				#pragma shader_feature_local _ _CFXR_RADIAL_UV
				#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING
				#pragma shader_feature_local _ _CFXR_DISSOLVE

				#pragma shader_feature_local _ _ALPHATEST_ON
				#pragma shader_feature_local_fragment _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE

				#pragma multi_compile_shadowcaster
				#pragma shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE

			#if (_CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE) && !defined(SHADER_API_GLES)
				#pragma target 3.0		//needed for VPOS
			#endif

				#define PASS_SHADOW_CASTER
				#define CFXR_PROCEDURAL_RING_SHADER
				#include "CFXR_PASSES.cginc"

				ENDCG
			}
		}
/*** END BIRP ***/
	}
	
	CustomEditor "CartoonFX.MaterialInspector"
}

