// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

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

Shader "Custom/BlinkC" {
    Properties {
        _LightColor ("LightColor", Color) = (1,1,1,1)
        __LightFreq ("_LightFreq", Range(2, 10)) = 2
        _StartShift ("StartShift", Range(0, 10)) = 0
        _LightTexture ("LightTexture", 2D) = "white" {}
    }
    SubShader {
        Tags {
            "RenderType"="Opaque"
        }
        LOD 200
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #include "UnityCG.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma multi_compile_fwdbase_fullshadows
            #pragma multi_compile_fog
            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
            #pragma target 3.0
            uniform float4 _TimeEditor;
            uniform float4 _LightColor;
            uniform float __LightFreq;
            uniform float _StartShift;
            uniform sampler2D _LightTexture; uniform float4 _LightTexture_ST;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float4 posWorld : TEXCOORD1;
                float3 normalDir : TEXCOORD2;
                UNITY_FOG_COORDS(3)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                o.pos = UnityObjectToClipPos(v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
                i.normalDir = normalize(i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 normalDirection = i.normalDir;
                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );

                float4 _LightTexture_var = tex2D(_LightTexture,TRANSFORM_TEX(i.uv0, _LightTexture));
                float4 timeStamp = _Time + _TimeEditor;
                float3 emissive = ((_LightTexture_var.rgb*_LightColor.rgb)*abs(sin(((_StartShift+timeStamp.g)*__LightFreq))));
                float3 finalColor = emissive;
                fixed4 finalRGBA = fixed4(finalColor,1);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
    CustomEditor "ShaderForgeMaterialInspector"
}