// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
//Shader "Hidden/Amazing Assets/Curved World/TerrainEngine/#BEND_NAME_SMALL# ID #ID#/Details/UniversalPipeline/BillboardWavingDoublePass/"
Shader "Hidden/TerrainEngine/Details/UniversalPipeline/BillboardWavingDoublePass"
{
    Properties
    {
        _WavingTint ("Fade Color", Color) = (.7,.6,.5, 0)
        _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
        _WaveAndDistance ("Wave and distance", Vector) = (12, 3.6, 1, 1)
        _Cutoff ("Cutoff", float) = 0.5
    }
    SubShader
    {
        Tags {"Queue" = "Geometry+200" "RenderType" = "GrassBillBoard" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit" }//"DisableBatching"="True"
        Cull Off
        LOD 200
        AlphaTest Greater [_Cutoff]
        ColorMask RGB

        Pass
        {
            HLSLPROGRAM
            #pragma target 2.0

            // -------------------------------------
            // Universal Pipeline keywords
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
            #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
            #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
            #pragma multi_compile_fragment _ _SHADOWS_SOFT
            #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
            #pragma multi_compile _ SHADOWS_SHADOWMASK
            #pragma multi_compile _ _CLUSTERED_RENDERING

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile_fog
            #pragma multi_compile_fragment _ DEBUG_DISPLAY

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing

            #pragma vertex WavingGrassBillboardVert
            #pragma fragment LitPassFragmentGrass
            #define _ALPHATEST_ON

            #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassInput.hlsl"
            
            
            #define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
            #define CURVEDWORLD_BEND_ID_#ID#

            #include "../WavingGrassPasses.hlsl"
            ENDHLSL
        }

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

            ZWrite On
            ColorMask 0
            Cull Off

            HLSLPROGRAM
            #pragma target 2.0

            #pragma vertex DepthOnlyVertex
            #pragma fragment DepthOnlyFragment

            // -------------------------------------
            // Material Keywords
            #define _ALPHATEST_ON
            #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing

            #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassInput.hlsl"
            
            
            #define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
            #define CURVEDWORLD_BEND_ID_#ID#

            #include "../WavingGrassPasses.hlsl"
            ENDHLSL
        }

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

            ZWrite On
            Cull Off

            HLSLPROGRAM
            #pragma target 2.0

            #pragma vertex DepthNormalOnlyVertex
            #pragma fragment DepthNormalOnlyFragment

            // -------------------------------------
            // Material Keywords
            #define _ALPHATEST_ON
            #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing

            #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassInput.hlsl"
            
            #define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
            #define CURVEDWORLD_BEND_ID_#ID#
            
            #include "../WavingGrassDepthNormalsPass.hlsl"
            ENDHLSL
        }
        

        //PassName "ScenePickingPass"
		Pass
        {
            Name "ScenePickingPass"
            Tags { "LightMode" = "Picking" }

            BlendOp Add
            Blend One Zero
            ZWrite On
            Cull Off

            CGPROGRAM
			#include "HLSLSupport.cginc"
			#include "UnityShaderVariables.cginc"
			#include "UnityShaderUtilities.cginc"


            #pragma target 3.0

            #pragma shader_feature _ALPHATEST_ON
            #pragma shader_feature _ALPHAPREMULTIPLY_ON
            #pragma multi_compile_instancing

            #pragma vertex vertEditorPass
            #pragma fragment fragScenePickingPass


            #define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
            #define CURVEDWORLD_BEND_ID_#ID#      


            #include "../../../Core/SceneSelection.cginc" 
            ENDCG
        }	//Pass "ScenePickingPass"		

		//PassName "SceneSelectionPass"
		Pass
        {
            Name "SceneSelectionPass"
            Tags { "LightMode" = "SceneSelectionPass" }

            BlendOp Add
            Blend One Zero
            ZWrite On
            Cull Off

            CGPROGRAM
			#include "HLSLSupport.cginc"
			#include "UnityShaderVariables.cginc"
			#include "UnityShaderUtilities.cginc"


            #pragma target 3.0

            #pragma shader_feature _ALPHATEST_ON
            #pragma shader_feature _ALPHAPREMULTIPLY_ON
            #pragma multi_compile_instancing

            #pragma vertex vertEditorPass
            #pragma fragment fragSceneHighlightPass


            #define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
            #define CURVEDWORLD_BEND_ID_#ID#      


            #include "../../../Core/SceneSelection.cginc" 
            ENDCG
        }	//Pass "SceneSelectionPass"	
    }
}
