// Curved World <http://u3d.as/1W8h>
// Copyright (c) Amazing Assets <https://amazingassets.world>
 
Shader "Amazing Assets/Curved World/Nature/Tree Creator Leaves Optimized"
{
Properties {

[HideInInspector][CurvedWorldBendSettings]	  _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)


    _Color ("Main Color", Color) = (1,1,1,1)
    _TranslucencyColor ("Translucency Color", Color) = (0.73,0.85,0.41,1) // (187,219,106,255)
    _Cutoff ("Alpha cutoff", Range(0,1)) = 0.3
    _TranslucencyViewDependency ("View dependency", Range(0,1)) = 0.7
    _ShadowStrength("Shadow Strength", Range(0,1)) = 0.8
    _ShadowOffsetScale ("Shadow Offset Scale", Float) = 1

    _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
    _ShadowTex ("Shadow (RGB)", 2D) = "white" {}
    _BumpSpecMap ("Normalmap (GA) Spec (R) Shadow Offset (B)", 2D) = "bump" {}
    _TranslucencyMap ("Trans (B) Gloss(A)", 2D) = "white" {}

    // These are here only to provide default values
    [HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1)
    [HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1)
    [HideInInspector] _SquashAmount ("Squash", Float) = 1
}

SubShader {
    Tags {
        "IgnoreProjector"="True"
        "RenderType"="CurvedWorld_TreeLeaf"
    }
    LOD 200


	// ------------------------------------------------------------
	// Surface shader code generated out of a CGPROGRAM block:
	

	// ---- forward rendering base pass:
	Pass {
		Name "FORWARD"
		Tags { "LightMode" = "ForwardBase" }
		ColorMask RGB

CGPROGRAM
// compile directives
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma multi_compile_fwdbase noshadowmask nodynlightmap nolightmap
#include "HLSLSupport.cginc"
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"

#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS



#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON



// -------- variant for: <when no other keywords are defined>
#if !defined(INSTANCING_ON)
// Surface shader code generated based on:
// vertex modifier: 'TreeVertLeaf'
// writes to per-pixel normal: YES
// writes to emission: no
// writes to occlusion: no
// needs world space reflection vector: no
// needs world space normal vector: no
// needs screen space position: no
// needs world space position: no
// needs view direction: no
// needs world space view direction: no
// needs world space position for lighting: no
// needs world space view direction for lighting: YES
// needs world space view direction for lightmaps: no
// needs vertex color: YES
// needs VFACE: no
// passes tangent-to-world matrix to pixel shader: YES
// reads from normal: no
// 1 texcoords actually used
//   float2 _MainTex
#include "UnityCG.cginc"
//Shader does not support lightmap thus we always want to fallback to SH.
#undef UNITY_SHOULD_SAMPLE_SH
#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
#include "Lighting.cginc"
#include "AutoLight.cginc"

#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))



#include "UnityBuiltin3xTreeLibrary.cginc"



sampler2D _MainTex;
sampler2D _BumpSpecMap;
sampler2D _TranslucencyMap;

struct Input {
    float2 uv_MainTex;
    fixed4 color : COLOR; // color.a = AO
#if defined(BILLBOARD_FACE_CAMERA_POS)
    float4 screenPos;
#endif
};

void surf (Input IN, inout LeafSurfaceOutput o) {
    fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
    o.Albedo = c.rgb * IN.color.rgb * IN.color.a;

    fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex);
    o.Translucency = trngls.b;
    o.Gloss = trngls.a * _Color.r;
    o.Alpha = c.a;
#if defined(BILLBOARD_FACE_CAMERA_POS)
    float coverage = 1.0;
    if (_TreeInstanceColor.a < 1.0)
    {
        coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a);
    }
    o.Alpha *= coverage;
#endif
    half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex);
    o.Specular = norspc.r;
    o.Normal = UnpackNormalDXT5nm(norspc);
}


// vertex-to-fragment interpolation data
// no lightmaps:
#ifndef LIGHTMAP_ON
// half-precision fragment shader registers:
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
#define FOG_COMBINED_WITH_TSPACE
struct v2f_surf {
  UNITY_POSITION(pos);
  float2 pack0 : TEXCOORD0; // _MainTex
  float4 tSpace0 : TEXCOORD1;
  float4 tSpace1 : TEXCOORD2;
  float4 tSpace2 : TEXCOORD3;
  fixed4 color : COLOR0;
  fixed3 vlight : TEXCOORD4; // ambient/SH/vertexlights
  UNITY_LIGHTING_COORDS(5,6)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_surf {
  UNITY_POSITION(pos);
  float2 pack0 : TEXCOORD0; // _MainTex
  float4 tSpace0 : TEXCOORD1;
  float4 tSpace1 : TEXCOORD2;
  float4 tSpace2 : TEXCOORD3;
  fixed4 color : COLOR0;
  fixed3 vlight : TEXCOORD4; // ambient/SH/vertexlights
  UNITY_FOG_COORDS(5)
  UNITY_SHADOW_COORDS(6)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif
// with lightmaps:
#ifdef LIGHTMAP_ON
// half-precision fragment shader registers:
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
#define FOG_COMBINED_WITH_TSPACE
struct v2f_surf {
  UNITY_POSITION(pos);
  float2 pack0 : TEXCOORD0; // _MainTex
  float4 tSpace0 : TEXCOORD1;
  float4 tSpace1 : TEXCOORD2;
  float4 tSpace2 : TEXCOORD3;
  fixed4 color : COLOR0;
  float4 lmap : TEXCOORD4;
  UNITY_LIGHTING_COORDS(5,6)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_surf {
  UNITY_POSITION(pos);
  float2 pack0 : TEXCOORD0; // _MainTex
  float4 tSpace0 : TEXCOORD1;
  float4 tSpace1 : TEXCOORD2;
  float4 tSpace2 : TEXCOORD3;
  fixed4 color : COLOR0;
  float4 lmap : TEXCOORD4;
  UNITY_FOG_COORDS(5)
  UNITY_SHADOW_COORDS(6)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif
float4 _MainTex_ST;

// vertex shader
v2f_surf vert_surf (appdata_full v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_surf o;
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  TreeVertLeaf (v);
  o.pos = UnityObjectToClipPos(v.vertex);
  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
  fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
  fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
  o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
  o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
  o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
  o.color = v.color;
  #ifdef LIGHTMAP_ON
  o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
  #endif

  // SH/ambient and vertex lights
  #ifndef LIGHTMAP_ON
  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
  float3 shlight = ShadeSH9 (float4(worldNormal,1.0));
  o.vlight = shlight;
  #else
  o.vlight = 0.0;
  #endif
  #ifdef VERTEXLIGHT_ON
  o.vlight += Shade4PointLights (
    unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
    unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
    unity_4LightAtten0, worldPos, worldNormal );
  #endif // VERTEXLIGHT_ON
  #endif // !LIGHTMAP_ON

  UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
    UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader
  #else
    UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
  #endif
  return o;
}
fixed _Cutoff;

// fragment shader
fixed4 frag_surf (v2f_surf IN) : SV_Target {
  UNITY_SETUP_INSTANCE_ID(IN);
  // prepare and unpack data
  Input surfIN;
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
  #else
    UNITY_EXTRACT_FOG(IN);
  #endif
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_RECONSTRUCT_TBN(IN);
  #else
    UNITY_EXTRACT_TBN(IN);
  #endif
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
  surfIN.uv_MainTex.x = 1.0;
  surfIN.color.x = 1.0;
  surfIN.uv_MainTex = IN.pack0.xy;
  float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
  #ifndef USING_DIRECTIONAL_LIGHT
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
  #else
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
  #endif
  float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
  surfIN.color = IN.color;
  #ifdef UNITY_COMPILER_HLSL
  LeafSurfaceOutput o = (LeafSurfaceOutput)0;
  #else
  LeafSurfaceOutput o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Specular = 0.0;
  o.Alpha = 0.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);
  o.Normal = fixed3(0,0,1);

  // call surface function
  surf (surfIN, o);

  // alpha test
  clip (o.Alpha - _Cutoff);

  // compute lighting & shadowing factor
  UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
  fixed4 c = 0;
  float3 worldN;
  worldN.x = dot(_unity_tbn_0, o.Normal);
  worldN.y = dot(_unity_tbn_1, o.Normal);
  worldN.z = dot(_unity_tbn_2, o.Normal);
  worldN = normalize(worldN);
  o.Normal = worldN;
  #ifndef LIGHTMAP_ON
  c.rgb += o.Albedo * IN.vlight;
  #endif // !LIGHTMAP_ON

  // lightmaps
  #ifdef LIGHTMAP_ON
    #if DIRLIGHTMAP_COMBINED
      // directional lightmaps
      fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);
      fixed4 lmIndTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd, unity_Lightmap, IN.lmap.xy);
      half3 lm = DecodeDirectionalLightmap (DecodeLightmap(lmtex), lmIndTex, o.Normal);
    #else
      // single lightmap
      fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);
      fixed3 lm = DecodeLightmap (lmtex);
    #endif

  #endif // LIGHTMAP_ON


  // realtime lighting: call lighting function
  #ifndef LIGHTMAP_ON
  c += LightingTreeLeaf (o, lightDir, worldViewDir, atten);
  #else
    c.a = o.Alpha;
  #endif

  #ifdef LIGHTMAP_ON
  #endif // LIGHTMAP_ON

  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
  return c;
}


#endif

// -------- variant for: INSTANCING_ON 
#if defined(INSTANCING_ON)
// Surface shader code generated based on:
// vertex modifier: 'TreeVertLeaf'
// writes to per-pixel normal: YES
// writes to emission: no
// writes to occlusion: no
// needs world space reflection vector: no
// needs world space normal vector: no
// needs screen space position: no
// needs world space position: no
// needs view direction: no
// needs world space view direction: no
// needs world space position for lighting: no
// needs world space view direction for lighting: YES
// needs world space view direction for lightmaps: no
// needs vertex color: YES
// needs VFACE: no
// passes tangent-to-world matrix to pixel shader: YES
// reads from normal: no
// 1 texcoords actually used
//   float2 _MainTex
#include "UnityCG.cginc"
//Shader does not support lightmap thus we always want to fallback to SH.
#undef UNITY_SHOULD_SAMPLE_SH
#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
#include "Lighting.cginc"
#include "AutoLight.cginc"

#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))


#include "UnityBuiltin3xTreeLibrary.cginc"



sampler2D _MainTex;
sampler2D _BumpSpecMap;
sampler2D _TranslucencyMap;

struct Input {
    float2 uv_MainTex;
    fixed4 color : COLOR; // color.a = AO
#if defined(BILLBOARD_FACE_CAMERA_POS)
    float4 screenPos;
#endif
};

void surf (Input IN, inout LeafSurfaceOutput o) {
    fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
    o.Albedo = c.rgb * IN.color.rgb * IN.color.a;

    fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex);
    o.Translucency = trngls.b;
    o.Gloss = trngls.a * _Color.r;
    o.Alpha = c.a;
#if defined(BILLBOARD_FACE_CAMERA_POS)
    float coverage = 1.0;
    if (_TreeInstanceColor.a < 1.0)
    {
        coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a);
    }
    o.Alpha *= coverage;
#endif
    half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex);
    o.Specular = norspc.r;
    o.Normal = UnpackNormalDXT5nm(norspc);
}


// vertex-to-fragment interpolation data
// no lightmaps:
#ifndef LIGHTMAP_ON
// half-precision fragment shader registers:
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
#define FOG_COMBINED_WITH_TSPACE
struct v2f_surf {
  UNITY_POSITION(pos);
  float2 pack0 : TEXCOORD0; // _MainTex
  float4 tSpace0 : TEXCOORD1;
  float4 tSpace1 : TEXCOORD2;
  float4 tSpace2 : TEXCOORD3;
  fixed4 color : COLOR0;
  fixed3 vlight : TEXCOORD4; // ambient/SH/vertexlights
  UNITY_LIGHTING_COORDS(5,6)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_surf {
  UNITY_POSITION(pos);
  float2 pack0 : TEXCOORD0; // _MainTex
  float4 tSpace0 : TEXCOORD1;
  float4 tSpace1 : TEXCOORD2;
  float4 tSpace2 : TEXCOORD3;
  fixed4 color : COLOR0;
  fixed3 vlight : TEXCOORD4; // ambient/SH/vertexlights
  UNITY_FOG_COORDS(5)
  UNITY_SHADOW_COORDS(6)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif
// with lightmaps:
#ifdef LIGHTMAP_ON
// half-precision fragment shader registers:
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
#define FOG_COMBINED_WITH_TSPACE
struct v2f_surf {
  UNITY_POSITION(pos);
  float2 pack0 : TEXCOORD0; // _MainTex
  float4 tSpace0 : TEXCOORD1;
  float4 tSpace1 : TEXCOORD2;
  float4 tSpace2 : TEXCOORD3;
  fixed4 color : COLOR0;
  float4 lmap : TEXCOORD4;
  UNITY_LIGHTING_COORDS(5,6)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_surf {
  UNITY_POSITION(pos);
  float2 pack0 : TEXCOORD0; // _MainTex
  float4 tSpace0 : TEXCOORD1;
  float4 tSpace1 : TEXCOORD2;
  float4 tSpace2 : TEXCOORD3;
  fixed4 color : COLOR0;
  float4 lmap : TEXCOORD4;
  UNITY_FOG_COORDS(5)
  UNITY_SHADOW_COORDS(6)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif
float4 _MainTex_ST;

// vertex shader
v2f_surf vert_surf (appdata_full v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_surf o;
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  TreeVertLeaf (v);
  o.pos = UnityObjectToClipPos(v.vertex);
  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
  fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
  fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
  o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
  o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
  o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
  o.color = v.color;
  #ifdef LIGHTMAP_ON
  o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
  #endif

  // SH/ambient and vertex lights
  #ifndef LIGHTMAP_ON
  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
  float3 shlight = ShadeSH9 (float4(worldNormal,1.0));
  o.vlight = shlight;
  #else
  o.vlight = 0.0;
  #endif
  #ifdef VERTEXLIGHT_ON
  o.vlight += Shade4PointLights (
    unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
    unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
    unity_4LightAtten0, worldPos, worldNormal );
  #endif // VERTEXLIGHT_ON
  #endif // !LIGHTMAP_ON

  UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
    UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader
  #else
    UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
  #endif
  return o;
}
fixed _Cutoff;

// fragment shader
fixed4 frag_surf (v2f_surf IN) : SV_Target {
  UNITY_SETUP_INSTANCE_ID(IN);
  // prepare and unpack data
  Input surfIN;
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
  #else
    UNITY_EXTRACT_FOG(IN);
  #endif
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_RECONSTRUCT_TBN(IN);
  #else
    UNITY_EXTRACT_TBN(IN);
  #endif
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
  surfIN.uv_MainTex.x = 1.0;
  surfIN.color.x = 1.0;
  surfIN.uv_MainTex = IN.pack0.xy;
  float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
  #ifndef USING_DIRECTIONAL_LIGHT
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
  #else
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
  #endif
  float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
  surfIN.color = IN.color;
  #ifdef UNITY_COMPILER_HLSL
  LeafSurfaceOutput o = (LeafSurfaceOutput)0;
  #else
  LeafSurfaceOutput o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Specular = 0.0;
  o.Alpha = 0.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);
  o.Normal = fixed3(0,0,1);

  // call surface function
  surf (surfIN, o);

  // alpha test
  clip (o.Alpha - _Cutoff);

  // compute lighting & shadowing factor
  UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
  fixed4 c = 0;
  float3 worldN;
  worldN.x = dot(_unity_tbn_0, o.Normal);
  worldN.y = dot(_unity_tbn_1, o.Normal);
  worldN.z = dot(_unity_tbn_2, o.Normal);
  worldN = normalize(worldN);
  o.Normal = worldN;
  #ifndef LIGHTMAP_ON
  c.rgb += o.Albedo * IN.vlight;
  #endif // !LIGHTMAP_ON

  // lightmaps
  #ifdef LIGHTMAP_ON
    #if DIRLIGHTMAP_COMBINED
      // directional lightmaps
      fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);
      fixed4 lmIndTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd, unity_Lightmap, IN.lmap.xy);
      half3 lm = DecodeDirectionalLightmap (DecodeLightmap(lmtex), lmIndTex, o.Normal);
    #else
      // single lightmap
      fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);
      fixed3 lm = DecodeLightmap (lmtex);
    #endif

  #endif // LIGHTMAP_ON


  // realtime lighting: call lighting function
  #ifndef LIGHTMAP_ON
  c += LightingTreeLeaf (o, lightDir, worldViewDir, atten);
  #else
    c.a = o.Alpha;
  #endif

  #ifdef LIGHTMAP_ON
  #endif // LIGHTMAP_ON

  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
  return c;
}


#endif


ENDCG

}

	// ---- end of surface shader generated code

#LINE 82


    // Pass to render object as a shadow caster
    Pass {
        Name "ShadowCaster"
        Tags { "LightMode" = "ShadowCaster" }

        CGPROGRAM
#include "HLSLSupport.cginc"
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"

        #pragma vertex vert_surf
        #pragma fragment frag_surf
        #pragma multi_compile_shadowcaster
        #include "HLSLSupport.cginc"
        #include "UnityCG.cginc"
        #include "Lighting.cginc"

        #define INTERNAL_DATA
        #define WorldReflectionVector(data,normal) data.worldRefl

		
        
#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON



        #include "UnityBuiltin3xTreeLibrary.cginc"



        sampler2D _MainTex;

        struct Input {
            float2 uv_MainTex;
        };

        struct v2f_surf {
            V2F_SHADOW_CASTER;
            float2 hip_pack0 : TEXCOORD1;
            UNITY_VERTEX_OUTPUT_STEREO
        };
        float4 _MainTex_ST;
        v2f_surf vert_surf (appdata_full v) {
            v2f_surf o;
            UNITY_SETUP_INSTANCE_ID(v);
            UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
            TreeVertLeaf (v);
            o.hip_pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
            TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
            return o;
        }
        fixed _Cutoff;
        float4 frag_surf (v2f_surf IN) : SV_Target {
            half alpha = tex2D(_MainTex, IN.hip_pack0.xy).a;
            clip (alpha - _Cutoff);
            SHADOW_CASTER_FRAGMENT(IN)
        }
        ENDCG


    }
	

}

Dependency "BillboardShader" = "Hidden/Nature/Tree Creator Leaves Rendertex"
CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI"
}
