Shader "UI/Lit/Transparent"
{
	Properties
	{
		[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
		_Color ("Tint", Color) = (1,1,1,1)
		_Specular ("Specular Color", Color) = (0,0,0,0)

		_StencilComp ("Stencil Comparison", Float) = 8
		_Stencil ("Stencil ID", Float) = 0
		_StencilOp ("Stencil Operation", Float) = 0
		_StencilWriteMask ("Stencil Write Mask", Float) = 255
		_StencilReadMask ("Stencil Read Mask", Float) = 255

		_ColorMask ("Color Mask", Float) = 15

		[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
	}
	
	SubShader
	{
		LOD 400

		Tags
		{
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
			"PreviewType"="Plane"
			"CanUseSpriteAtlas"="True"
		}

		Stencil
		{
			Ref [_Stencil]
			Comp [_StencilComp]
			Pass [_StencilOp] 
			ReadMask [_StencilReadMask]
			WriteMask [_StencilWriteMask]
		}
		
		Cull Off
		Lighting Off
		ZWrite Off
		ZTest [unity_GUIZTestMode]
		Blend SrcAlpha OneMinusSrcAlpha
		ColorMask [_ColorMask]

		CGPROGRAM
			#pragma surface surf PPL alpha noshadow novertexlights nolightmap nofog vertex:vert

			#include "UnityCG.cginc"
			#include "UnityUI.cginc"

			#pragma multi_compile __ UNITY_UI_ALPHACLIP
	
			struct appdata_t
			{
				float4 vertex : POSITION;
				float2 texcoord : TEXCOORD0;
				float2 texcoord1 : TEXCOORD1;
				fixed4 color : COLOR;
				float3 normal : NORMAL;
			};

			struct Input
			{
				half2 uv_MainTex;
				fixed4 color : COLOR;
				float4 worldPosition;
			};

			sampler2D _MainTex;
			fixed4 _Color;
			fixed4 _Specular;
	
			fixed4 _TextureSampleAdd;
			float4 _ClipRect;

			void vert (inout appdata_t v, out Input o)
			{
				UNITY_INITIALIZE_OUTPUT(Input, o);
				o.worldPosition = v.vertex;
				v.vertex = o.worldPosition;
				
				v.color = v.color * _Color;
			}

			void surf (Input IN, inout SurfaceOutput o)
			{			
				fixed4 col = (tex2D(_MainTex, IN.uv_MainTex) + _TextureSampleAdd) * IN.color;
				o.Albedo = col.rgb;
				o.Alpha = col.a;
				
				o.Alpha *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
				
				#ifdef UNITY_UI_ALPHACLIP
				clip (o.Alpha - 0.001);
				#endif
			}

			half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
			{
				half3 nNormal = normalize(s.Normal);
				half shininess = s.Gloss * 250.0 + 4.0;

			#ifndef USING_DIRECTIONAL_LIGHT
				lightDir = normalize(lightDir);
			#endif

				// Phong shading model
				half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, nNormal)));

				// Blinn-Phong shading model
				//half reflectiveFactor = max(0.0, dot(nNormal, normalize(lightDir + viewDir)));
				
				half diffuseFactor = max(0.0, dot(nNormal, lightDir));
				half specularFactor = pow(reflectiveFactor, shininess) * s.Specular;

				half4 c;
				c.rgb = (s.Albedo * diffuseFactor + _Specular.rgb * specularFactor) * _LightColor0.rgb;
				c.rgb *= atten;
				c.a = s.Alpha;
				return c;
			}
		ENDCG
	}
}