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

Shader "UsayaLib/Obsolete/UGUI/BetaMask"{
	Properties {
		_MaskColor ("Mask Color", Color) = (0,0,0,1)
		[MaterialToggle] _MaskOn ("Mask On", Float) = 0
		[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
		_Color ("Tint", Color) = (1,1,1,1)
		[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
	}

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

		Cull Off
		Lighting Off
		ZWrite Off
		Fog { Mode Off }
		Blend One OneMinusSrcAlpha

		Pass {
		CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile DUMMY PIXELSNAP_ON
			#include "UnityCG.cginc"
			
			struct appdata_t {
				float4 vertex   : POSITION;
				float4 color    : COLOR;
				float2 texcoord : TEXCOORD0;
			};

			struct v2f {
				float4 vertex   : SV_POSITION;
				fixed4 color    : COLOR;
				half2 texcoord  : TEXCOORD0;
			};
			
			fixed4 _Color;

			v2f vert(appdata_t IN) {
				v2f OUT;
				OUT.vertex = UnityObjectToClipPos(IN.vertex);
				OUT.texcoord = IN.texcoord;
				OUT.color = IN.color * _Color;
				#ifdef PIXELSNAP_ON
				OUT.vertex = UnityPixelSnap (OUT.vertex);
				#endif

				return OUT;
			}

			sampler2D _MainTex;
			fixed4 _MaskColor;
			fixed _MaskOn;

			sampler2D _AlphaTex;
			float _AlphaSplitEnabled;

			fixed4 SampleSpriteTexture (float2 uv) {
				fixed4 color = tex2D (_MainTex, uv);

#if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
				if (_AlphaSplitEnabled)
					color.a = tex2D (_AlphaTex, uv).r;
#endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED

				return color;
			}

			fixed4 frag(v2f IN) : SV_Target {
				fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color;
				fixed4 m = lerp(c, _MaskColor, _MaskOn);
				m.rgb *= c.a;
				m.a = c.a;
				return m;
			}
		ENDCG
		}
	}
}