// Shader created with Shader Forge v1.38 
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:1,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:300,fgrf:480,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:4013,x:32904,y:32579,varname:node_4013,prsc:2|diff-5803-OUT,emission-7124-OUT,alpha-2240-OUT;n:type:ShaderForge.SFN_Color,id:1304,x:31976,y:32095,ptovrint:False,ptlb:DiffTram,ptin:_DiffTram,varname:node_1304,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_TexCoord,id:1143,x:31094,y:32809,varname:node_1143,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Multiply,id:1150,x:31645,y:32901,varname:node_1150,prsc:2|A-4750-OUT,B-2934-OUT;n:type:ShaderForge.SFN_ValueProperty,id:2934,x:31363,y:33096,ptovrint:False,ptlb:TramCount,ptin:_TramCount,varname:node_2934,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:10;n:type:ShaderForge.SFN_Lerp,id:7124,x:32589,y:32612,varname:node_7124,prsc:2|A-2452-OUT,B-5031-OUT,T-8789-OUT;n:type:ShaderForge.SFN_Lerp,id:5803,x:32589,y:32457,varname:node_5803,prsc:2|A-2002-RGB,B-1304-RGB,T-8789-OUT;n:type:ShaderForge.SFN_ValueProperty,id:9013,x:30244,y:32977,ptovrint:False,ptlb:TrackLength,ptin:_TrackLength,varname:_TramCount_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:5860;n:type:ShaderForge.SFN_Vector1,id:5012,x:31584,y:33108,varname:node_5012,prsc:2,v1:40;n:type:ShaderForge.SFN_Divide,id:3862,x:31584,y:33219,varname:node_3862,prsc:2|A-9013-OUT,B-2934-OUT;n:type:ShaderForge.SFN_If,id:8789,x:32297,y:33108,varname:node_8789,prsc:2|A-50-OUT,B-9804-OUT,GT-213-OUT,EQ-213-OUT,LT-8009-OUT;n:type:ShaderForge.SFN_Vector1,id:213,x:32036,y:33236,varname:node_213,prsc:2,v1:0;n:type:ShaderForge.SFN_Vector1,id:8009,x:32036,y:33298,varname:node_8009,prsc:2,v1:1;n:type:ShaderForge.SFN_Color,id:3489,x:31864,y:32617,ptovrint:False,ptlb:EmitTram,ptin:_EmitTram,varname:_DiffTram_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Color,id:5737,x:31864,y:32327,ptovrint:False,ptlb:EmitTrack,ptin:_EmitTrack,varname:_EmitTram_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0,c2:0,c3:0,c4:1;n:type:ShaderForge.SFN_Color,id:2002,x:31976,y:31885,ptovrint:False,ptlb:DiffTrack,ptin:_DiffTrack,varname:_DiffTrack_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0,c2:0,c3:0,c4:1;n:type:ShaderForge.SFN_Fmod,id:50,x:31866,y:32942,varname:node_50,prsc:2|A-1150-OUT,B-5631-OUT;n:type:ShaderForge.SFN_Vector1,id:5631,x:31645,y:33020,varname:node_5631,prsc:2,v1:1;n:type:ShaderForge.SFN_Divide,id:9804,x:31782,y:33165,varname:node_9804,prsc:2|A-5012-OUT,B-3862-OUT;n:type:ShaderForge.SFN_Time,id:2208,x:30843,y:33255,varname:node_2208,prsc:2;n:type:ShaderForge.SFN_Add,id:4750,x:31399,y:32813,varname:node_4750,prsc:2|A-1143-U,B-334-OUT;n:type:ShaderForge.SFN_ValueProperty,id:1729,x:30244,y:33188,ptovrint:False,ptlb:TramSpeed,ptin:_TramSpeed,varname:node_1729,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:40;n:type:ShaderForge.SFN_Divide,id:2532,x:30426,y:33188,varname:node_2532,prsc:2|A-1729-OUT,B-9678-OUT;n:type:ShaderForge.SFN_Vector1,id:9678,x:30244,y:33250,varname:node_9678,prsc:2,v1:3.6;n:type:ShaderForge.SFN_Divide,id:4308,x:30638,y:33111,varname:node_4308,prsc:2|A-9013-OUT,B-2532-OUT;n:type:ShaderForge.SFN_Vector1,id:2714,x:30638,y:33050,varname:node_2714,prsc:2,v1:1;n:type:ShaderForge.SFN_Divide,id:4510,x:30843,y:33075,varname:node_4510,prsc:2|A-2714-OUT,B-4308-OUT;n:type:ShaderForge.SFN_Multiply,id:334,x:31061,y:33075,varname:node_334,prsc:2|A-4510-OUT,B-2208-T;n:type:ShaderForge.SFN_Lerp,id:2240,x:32528,y:33273,varname:node_2240,prsc:2|A-6892-OUT,B-3335-OUT,T-8789-OUT;n:type:ShaderForge.SFN_Vector1,id:3335,x:32320,y:33390,varname:node_3335,prsc:2,v1:1;n:type:ShaderForge.SFN_ValueProperty,id:6892,x:32320,y:33326,ptovrint:False,ptlb:MinTransp,ptin:_MinTransp,varname:node_6892,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_Multiply,id:5031,x:32118,y:32644,varname:node_5031,prsc:2|A-3489-RGB,B-6886-OUT;n:type:ShaderForge.SFN_ValueProperty,id:347,x:31864,y:32500,ptovrint:False,ptlb:BrightnessTrack,ptin:_BrightnessTrack,varname:node_347,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1;n:type:ShaderForge.SFN_ValueProperty,id:6886,x:31864,y:32787,ptovrint:False,ptlb:BrightnessTram,ptin:_BrightnessTram,varname:_BrightnessTrack_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1;n:type:ShaderForge.SFN_Multiply,id:2452,x:32107,y:32369,varname:node_2452,prsc:2|A-5737-RGB,B-347-OUT;proporder:2934-9013-1304-3489-6886-2002-5737-347-1729-6892;pass:END;sub:END;*/

Shader "RG/TramFlow" {
    Properties {
        _TramCount ("TramCount", Float ) = 10
        _TrackLength ("TrackLength", Float ) = 5860
        _DiffTram ("DiffTram", Color) = (1,1,1,1)
        _EmitTram ("EmitTram", Color) = (1,1,1,1)
        _BrightnessTram ("BrightnessTram", Float ) = 1
        _DiffTrack ("DiffTrack", Color) = (0,0,0,1)
        _EmitTrack ("EmitTrack", Color) = (0,0,0,1)
        _BrightnessTrack ("BrightnessTrack", Float ) = 1
        _TramSpeed ("TramSpeed", Float ) = 40
        _MinTransp ("MinTransp", Float ) = 0
        [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
    }
    SubShader {
        Tags {
            "IgnoreProjector"="True"
            "Queue"="Transparent"
            "RenderType"="Transparent"
        }
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            Blend SrcAlpha OneMinusSrcAlpha
            ZWrite Off
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #include "UnityCG.cginc"
            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform float4 _LightColor0;
            uniform float4 _DiffTram;
            uniform float _TramCount;
            uniform float _TrackLength;
            uniform float4 _EmitTram;
            uniform float4 _EmitTrack;
            uniform float4 _DiffTrack;
            uniform float _TramSpeed;
            uniform float _MinTransp;
            uniform float _BrightnessTrack;
            uniform float _BrightnessTram;
            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);
                float3 lightColor = _LightColor0.rgb;
                o.pos = UnityObjectToClipPos( v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
                i.normalDir = normalize(i.normalDir);
                float3 normalDirection = i.normalDir;
                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
                float3 lightColor = _LightColor0.rgb;
////// Lighting:
                float attenuation = 1;
                float3 attenColor = attenuation * _LightColor0.xyz;
/////// Diffuse:
                float NdotL = max(0.0,dot( normalDirection, lightDirection ));
                float3 directDiffuse = max( 0.0, NdotL) * attenColor;
                float3 indirectDiffuse = float3(0,0,0);
                indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
                float4 node_2208 = _Time;
                float node_8789_if_leA = step(fmod(((i.uv0.r+((1.0/(_TrackLength/(_TramSpeed/3.6)))*node_2208.g))*_TramCount),1.0),(40.0/(_TrackLength/_TramCount)));
                float node_8789_if_leB = step((40.0/(_TrackLength/_TramCount)),fmod(((i.uv0.r+((1.0/(_TrackLength/(_TramSpeed/3.6)))*node_2208.g))*_TramCount),1.0));
                float node_213 = 0.0;
                float node_8789 = lerp((node_8789_if_leA*1.0)+(node_8789_if_leB*node_213),node_213,node_8789_if_leA*node_8789_if_leB);
                float3 diffuseColor = lerp(_DiffTrack.rgb,_DiffTram.rgb,node_8789);
                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
////// Emissive:
                float3 emissive = lerp((_EmitTrack.rgb*_BrightnessTrack),(_EmitTram.rgb*_BrightnessTram),node_8789);
/// Final Color:
                float3 finalColor = diffuse + emissive;
                fixed4 finalRGBA = fixed4(finalColor,lerp(_MinTransp,1.0,node_8789));
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
        Pass {
            Name "FORWARD_DELTA"
            Tags {
                "LightMode"="ForwardAdd"
            }
            Blend One One
            ZWrite Off
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDADD
            #include "UnityCG.cginc"
            #include "AutoLight.cginc"
            #pragma multi_compile_fwdadd
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform float4 _LightColor0;
            uniform float4 _DiffTram;
            uniform float _TramCount;
            uniform float _TrackLength;
            uniform float4 _EmitTram;
            uniform float4 _EmitTrack;
            uniform float4 _DiffTrack;
            uniform float _TramSpeed;
            uniform float _MinTransp;
            uniform float _BrightnessTrack;
            uniform float _BrightnessTram;
            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;
                LIGHTING_COORDS(3,4)
                UNITY_FOG_COORDS(5)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                float3 lightColor = _LightColor0.rgb;
                o.pos = UnityObjectToClipPos( v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                TRANSFER_VERTEX_TO_FRAGMENT(o)
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
                i.normalDir = normalize(i.normalDir);
                float3 normalDirection = i.normalDir;
                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
                float3 lightColor = _LightColor0.rgb;
////// Lighting:
                float attenuation = LIGHT_ATTENUATION(i);
                float3 attenColor = attenuation * _LightColor0.xyz;
/////// Diffuse:
                float NdotL = max(0.0,dot( normalDirection, lightDirection ));
                float3 directDiffuse = max( 0.0, NdotL) * attenColor;
                float4 node_2208 = _Time;
                float node_8789_if_leA = step(fmod(((i.uv0.r+((1.0/(_TrackLength/(_TramSpeed/3.6)))*node_2208.g))*_TramCount),1.0),(40.0/(_TrackLength/_TramCount)));
                float node_8789_if_leB = step((40.0/(_TrackLength/_TramCount)),fmod(((i.uv0.r+((1.0/(_TrackLength/(_TramSpeed/3.6)))*node_2208.g))*_TramCount),1.0));
                float node_213 = 0.0;
                float node_8789 = lerp((node_8789_if_leA*1.0)+(node_8789_if_leB*node_213),node_213,node_8789_if_leA*node_8789_if_leB);
                float3 diffuseColor = lerp(_DiffTrack.rgb,_DiffTram.rgb,node_8789);
                float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
                float3 finalColor = diffuse;
                fixed4 finalRGBA = fixed4(finalColor * lerp(_MinTransp,1.0,node_8789),0);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
    CustomEditor "ShaderForgeMaterialInspector"
}
