Shader "URP/Environment/Tree/Transparent-Tree-Hsv" {
	Properties {
		_Color ("Color", Color) = (1,1,1,1)
		_Intensity("Intensity", Float) = 1
		_BaseMap ("Base (RGB)", 2D) = "white" {}
		_AlphaCut ("Alpha Clip", Range(0,1)) = 0.5
		[Enum(Both,0,Front,1,Back,2)] _Cull_ZOn("Cull Mode ZOn", int) = 0 
		//[Enum(Both,0,Front,1,Back,2)] _Cull_ZOff("Cull Mode ZOff", int) = 0 
		[Header(HSV)]
		[Toggle(_COLOR_HSV)]_COLOR_HSV("COLOR_HSV",Float)=0
		_HueShift("HueShift", Float ) = 0
		_Sat("Saturation", range(0,4)) = 1
		_Val("Brightness", range(0,1)) = 0.5
		[Header(Light)]
		_HColor ("Light Color", Color) = (1,1,1,0)
		_LightIntensity("Light Intensity", Float) = 1
		//_LM_Strength("LM Strength", range(0,1)) = 0
		//_SM_Strength("SM Strength", Range(0, 1)) = 0
		// [Header(Transmission)]
		// [Toggle(Transmission)]Transmission("Transmission",Float)=0
		// _HueShift_T("HueShift_T_Light", Float ) = 0
		// _Sat_T("Saturation_T_Light", range(0,4)) = 1
		// _Val_T("Brightness_T_Light", range(0,1)) = 0.5
		// _Top_Hsv("Top Hsv Falloff", range(0,1)) = 0
		// _Light_Falloff ("Bottom Falloff Color", Color) = (1,1,1,1)
		//[Header(Shadow)]
		[ToggleOff]_Receive_Shadows("Receive Shadows", Float) = 1.0
		_Cutoff ("Shadow Clip", Range(0,1)) = 0.5
		_SColor ("Ambient Color", Color) = (0.5,0.5,0.5,0)
		_env_shadow_color ("Shadow Color", Color) = (0.5, 0.5, 0.5, 1)
		//_Transmission("Transmission", Range(0,1)) = 0
		_ShadowFalloff("Shadow Falloff", Range(0,1)) = 0
		// [Header(IF_LIGHTMAP_ON VERTEX_LIGHTMAP)]
		// [Toggle(VERTEX_LIGHTMAP)]_VERTEX_LIGHTMAP("VERTEX LIGHTMAP",Float)=0
		// _VL ("LIGHTMAP Intensity", Range ( 0, 1 ) ) = 0
		// _VL_COLOR ("LIGHTMAP COLOR", Color) = (0,0,0,1)
		[Header(Wind)]
		[Toggle(_USE_Wind)]_UseWind("Wind",Float) = 0
		_echoRNormal("R Wind Bending Direction", Vector) = (1, 0, 1, 0)
		_echoRSpeed("R Tumbling Speed", Range(0.0, 50.0)) = 20.0
		_echoRHeight("R Tumbling Height", Range(0.0, 0.7)) = 0.35
		_echoRAmount("R Tumbling Amount", Range(1.0, 10)) = 5.0
		_UseHole("Hole",range(-0.6, 0.5)) = -0.5
		[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
	}

	SubShader {
		Tags { "RenderType"="TransparentCutout" "Queue"="AlphaTest" "RenderPipeline" = "UniversalPipeline"}
		LOD 200
	
		UsePass "HiddenURP/Environment/Tree/Transparent-With-Shadow-Plant/ShadowCaster"
		UsePass "HiddenURP/Environment/Tree/Transparent-With-Shadow-Plant/DepthOnly"
		UsePass "HiddenURP/Environment/Tree/Transparent-With-Shadow-Plant/UNLIT_COLOR_HSV_ZWRITE_ON_TRANSPARENT"
		//UsePass "HiddenURP/Transparent-With-Shadow-Plant/UNLIT_COLOR_HSV_ZWRITE_OFF_TRANSPARENT"
	}

		//CustomEditor "URP.BaseShaderGUI"
}
