﻿Shader "Morph3D/BasicSkin" {
	Properties {
		_Color ("Color", Color) = (1,1,1,1)
		_MainTex ("Albedo (RGB)", 2D) = "white" {}
		_Glossiness("Smoothness", Range(0,1)) = 0.5
		_Metallic("Metallic", Range(0,1)) = 0.0
		_BumpMap("Noraml", 2D) = "bump" {}
		_AlphaTex("Alpha", 2D) = "white" {}
		_CutOff ("Cutoff", Range(0,1)) = 0.5
	}
	SubShader {
		Tags {
			"RenderType"="TransparentCutout"
			"Queue"="Transparent"
			"PerformanceChecks"="False"
		}
		LOD 200
		
		CGPROGRAM
		// Physically based Standard lighting model, and enable shadows on all light types
		#pragma surface surf Standard fullforwardshadows

		// Use shader model 3.0 target, to get nicer looking lighting
		#pragma target 3.0

		sampler2D _MainTex;
		sampler2D _AlphaTex;
		sampler2D _BumpMap;

		struct Input {
			float2 uv_MainTex;
			float2 uv_BumpMap;
		};

		half _Glossiness;
		half _Metallic;
		half _CutOff;
		fixed4 _Color;

		void surf (Input IN, inout SurfaceOutputStandard o) {
			fixed4 a = tex2D (_AlphaTex, IN.uv_MainTex);
			clip(a.r - _CutOff);

			// Albedo comes from a texture tinted by color
			fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
			o.Albedo = c.rgb;
			// Metallic and smoothness come from slider variables
			o.Metallic = _Metallic;
			o.Smoothness = _Glossiness;
			o.Alpha = c.a;
			o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));


		}
		ENDCG
	}
	FallBack "Diffuse"
}
