// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

Shader "URP/UI/MiniMapMask"
{
	Properties
	{
		[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}

	// _MapMask ("Mask Texture", 2D) = "white" {}

	_Color("Tint", Color) = (1,1,1,1)

	_StencilComp("Stencil Comparison", Float) = 8
	_Stencil("Stencil ID", Float) = 0
	_StencilOp("Stencil Operation", Float) = 0
	_StencilWriteMask("Stencil Write Mask", Float) = 255
	_StencilReadMask("Stencil Read Mask", Float) = 255
	_ColorMask("Color Mask", Float) = 15

	_ClipSoftX("_ClipSoftX", Float) = 15
	_ClipSoftY("_ClipSoftY", Float) = 15

	[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
	}

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

		Stencil
		{
			Ref[_Stencil]
			Comp[_StencilComp]
			Pass[_StencilOp]
			ReadMask[_StencilReadMask]
			WriteMask[_StencilWriteMask]
		}

		Cull Off
		Lighting Off
		ZWrite Off
		ZTest[unity_GUIZTestMode]
		Blend SrcAlpha OneMinusSrcAlpha
		ColorMask[_ColorMask]

		Pass
		{
			Name "Default"
		CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma target 2.0

			#include "UnityCG.cginc"
			#include "UnityUI.cginc"

			#pragma multi_compile __ UNITY_UI_CLIP_RECT
			#pragma multi_compile __ UNITY_UI_ALPHACLIP

			struct appdata_t
			{
				float4 vertex   : POSITION;
				float4 color    : COLOR;
				float2 texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct v2f
			{
				float4 vertex   : SV_POSITION;
				fixed4 color : COLOR;
				float2 texcoord  : TEXCOORD0;
				float4 worldPosition : TEXCOORD1;
				UNITY_VERTEX_OUTPUT_STEREO
			};

			sampler2D _MainTex;
			// sampler2D _MapMask;
			fixed4 _Color;
			fixed4 _TextureSampleAdd;
			float4 _ClipRect;
			float4 _MainTex_ST;
			sampler2D _MaskTex;
			float3 _Gray;

			v2f vert(appdata_t v)
			{
				v2f OUT;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
				OUT.worldPosition = v.vertex;
				OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

				OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);

				OUT.color = v.color * _Color;
				return OUT;
			}

			float _ClipSoftX;
			float _ClipSoftY;
			inline float SoftUnityGet2DClipping(in float2 position, in float4 clipRect)
			{
				float2 factor = (clipRect.zw - position.xy) / float2(_ClipSoftX, _ClipSoftY) * step(position.xy, clipRect.zw);
				return saturate(min(factor.x, factor.y));

			}

			fixed4 frag(v2f IN) : SV_Target
			{
				half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;

				#ifdef UNITY_UI_CLIP_RECT
				color.a *= SoftUnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
				#endif

				 #ifdef UNITY_UI_ALPHACLIP
				 clip(color.a - 0.001);
				 #endif
				 return color;
			 }
		 ENDCG
		 }
	}
}
