Shader "Spine/Sprite/Unlit"
{
	Properties
	{
		_MainTex ("Main Texture", 2D) = "white" {}
		_Color ("Color", Color) = (1,1,1,1)

		[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0

		_ZWrite ("Depth Write", Float) = 0.0
		_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.0
		_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
		_CustomRenderQueue ("Custom Render Queue", Float) = 0.0

		_OverlayColor ("Overlay Color", Color) = (0,0,0,0)
		_Hue("Hue", Range(-0.5,0.5)) = 0.0
		_Saturation("Saturation", Range(0,2)) = 1.0
		_Brightness("Brightness", Range(0,2)) = 1.0

		_BlendTex ("Blend Texture", 2D) = "white" {}
		_BlendAmount ("Blend", Range(0,1)) = 0.0

		[HideInInspector] _SrcBlend ("__src", Float) = 1.0
		[HideInInspector] _DstBlend ("__dst", Float) = 0.0
		[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
		[HideInInspector] _Cull ("__cull", Float) = 0.0
		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default

		// Outline properties are drawn via custom editor.
		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
		[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
		[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
		[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
	}

	SubShader
	{
		Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
		LOD 100

		Stencil {
			Ref[_StencilRef]
			Comp[_StencilComp]
			Pass Keep
		}

		Pass
		{
			Name "Normal"

			Blend [_SrcBlend] [_DstBlend]
			Lighting Off
			ZWrite [_ZWrite]
			ZTest LEqual
			Cull [_Cull]
			Lighting Off

			CGPROGRAM
				#pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
				#pragma shader_feature _ALPHA_CLIP
				#pragma shader_feature _TEXTURE_BLEND
				#pragma shader_feature _COLOR_ADJUST
				#pragma shader_feature _FOG

				#pragma fragmentoption ARB_precision_hint_fastest
				#pragma multi_compile_fog
				#pragma multi_compile _ PIXELSNAP_ON
				#pragma multi_compile _ ETC1_EXTERNAL_ALPHA

				#pragma vertex vert
				#pragma fragment frag

				#include "CGIncludes/SpriteUnlit.cginc"
			ENDCG
		}
		Pass
		{
			Name "ShadowCaster"
			Tags { "LightMode"="ShadowCaster" }
			Offset 1, 1

			Fog { Mode Off }
			ZWrite On
			ZTest LEqual
			Cull Off
			Lighting Off

			CGPROGRAM
				#pragma fragmentoption ARB_precision_hint_fastest
				#pragma multi_compile_shadowcaster
				#pragma multi_compile _ PIXELSNAP_ON
				#pragma multi_compile _ ETC1_EXTERNAL_ALPHA

				#pragma vertex vert
				#pragma fragment frag

				#include "CGIncludes/SpriteShadows.cginc"
			ENDCG
		}
	}

	CustomEditor "SpineSpriteShaderGUI"
}
