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BlackoutClient / Assets / Shaders / WithCubeFalloffUnlit.shader
Shader "Unlit/WithCubeFalloffUnlit"
{
    Properties
    {
		_Color("Color", Color) = (1,1,1,1)
		_MainTex("Albedo (RGB)", 2D) = "white" {}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma multi_compile_fog

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
				float3 worldPos: TEXCOORD1;
                float depth : TEXCOORD2;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

			samplerCUBE _LightCube;

			uniform float4 _Color;
            
            uniform float4 _LightMapCameraPos;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
				o.worldPos = mul(unity_ObjectToWorld, v.vertex);
                o.depth = COMPUTE_DEPTH_01;
                //UNITY_TRANSFER_FOG(o,o.vertex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
				float3 toFragment = i.worldPos - _LightMapCameraPos.xyz;
                float3 toFragmentDir = normalize(toFragment);
				float3 distToFrag = length(toFragment);

				fixed4 c = tex2D(_MainTex, i.uv) * _Color;
                
				float4 sampleDist = fixed4(texCUBE(_LightCube, toFragmentDir).rgb, 1) * _LightMapCameraPos.w;
                
                float check = step(distToFrag - 0.02, sampleDist);
                
                return fixed4(check, check, check, 1);
                
                //return fixed4(sampleCube.r, 0, 0, 1);
            }
            ENDCG
        }
    }
}