Shader "Hidden/V-Light/Depth" {
Properties {
    _MainTex ("", 2D) = "white" {}
    _Cutoff ("", Float) = 0.5
    _Color ("", Color) = (1,1,1,1)
}

SubShader {
    Tags { "RenderType"="Opaque" }
    Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
    float4 pos : SV_POSITION;
//  float4 nz : TEXCOORD0;
    float depth : TEXCOORD0;
    UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_base v ) {
    v2f o;
    UNITY_SETUP_INSTANCE_ID(v);
    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
    o.pos = UnityObjectToClipPos(v.vertex);
//  o.nz.xyz = COMPUTE_VIEW_NORMAL;
//  o.nz.w = COMPUTE_DEPTH_01;
    o.depth = COMPUTE_DEPTH_01;
    return o;
}
fixed4 frag(v2f i) : SV_Target {
    return float4(i.depth, 0, 0, 0);
//  return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
    }
}

SubShader {
    Tags { "RenderType"="TransparentCutout" }
    Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
    float4 pos : SV_POSITION;
    float2 uv : TEXCOORD0;
//  float4 nz : TEXCOORD0;
    float depth : TEXCOORD1;
    UNITY_VERTEX_OUTPUT_STEREO
};
uniform float4 _MainTex_ST;
v2f vert( appdata_base v ) {
    v2f o;
    UNITY_SETUP_INSTANCE_ID(v);
    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
    o.pos = UnityObjectToClipPos(v.vertex);
    o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
//  o.nz.xyz = COMPUTE_VIEW_NORMAL;
//  o.nz.w = COMPUTE_DEPTH_01;
    o.depth = COMPUTE_DEPTH_01;
    return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
uniform fixed4 _Color;
fixed4 frag(v2f i) : SV_Target {
    fixed4 texcol = tex2D( _MainTex, i.uv );
    clip( texcol.a*_Color.a - _Cutoff );



    return float4(i.depth, 0, 0, 0);
//  return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
    }
}

SubShader {
    Tags { "RenderType"="TreeBark" }
    Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityBuiltin3xTreeLibrary.cginc"
struct v2f {
    float4 pos : SV_POSITION;
    float2 uv : TEXCOORD0;
//  float4 nz : TEXCOORD1;
    float depth : TEXCOORD1;
    UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v ) {
    v2f o;
    UNITY_SETUP_INSTANCE_ID(v);
    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
    TreeVertBark(v);

    o.pos = UnityObjectToClipPos(v.vertex);
    o.uv = v.texcoord.xy;
//  o.nz.xyz = COMPUTE_VIEW_NORMAL;
//  o.nz.w = COMPUTE_DEPTH_01;
    o.depth = COMPUTE_DEPTH_01;
    return o;
}
fixed4 frag( v2f i ) : SV_Target {


    return float4(i.depth, 0, 0, 0);
//	return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
    }
}

SubShader {
    Tags { "RenderType"="TreeLeaf" }
    Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityBuiltin3xTreeLibrary.cginc"
struct v2f {
    float4 pos : SV_POSITION;
    float2 uv : TEXCOORD0;
//  float4 nz : TEXCOORD1;
    float depth : TEXCOORD1;
    UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v ) {
    v2f o;
    UNITY_SETUP_INSTANCE_ID(v);
    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
    TreeVertLeaf(v);
    o.pos = UnityObjectToClipPos(v.vertex);
    o.uv = v.texcoord.xy;
//  o.nz.xyz = COMPUTE_VIEW_NORMAL;
//  o.nz.w = COMPUTE_DEPTH_01;
    o.depth = COMPUTE_DEPTH_01;
    return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag( v2f i ) : SV_Target {
    half alpha = tex2D(_MainTex, i.uv).a;
    clip (alpha - _Cutoff);
    return float4(i.depth, 0, 0, 0);
//  return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
    }
}

SubShader {
    Tags { "RenderType"="TreeOpaque" "DisableBatching"="True" }
    Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
    float4 pos : SV_POSITION;
//  float4 nz : TEXCOORD0;
    float depth : TEXCOORD0;
    UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata {
    float4 vertex : POSITION;
    float3 normal : NORMAL;
    fixed4 color : COLOR;
    UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
    v2f o;
    UNITY_SETUP_INSTANCE_ID(v);
    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
    TerrainAnimateTree(v.vertex, v.color.w);
    o.pos = UnityObjectToClipPos(v.vertex);
//  o.nz.xyz = COMPUTE_VIEW_NORMAL;
//  o.nz.w = COMPUTE_DEPTH_01;
    o.depth = COMPUTE_DEPTH_01;
    return o;
}
fixed4 frag(v2f i) : SV_Target {


    return float4(i.depth, 0, 0, 0);
//	return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
    }
}

SubShader {
    Tags { "RenderType"="TreeTransparentCutout" "DisableBatching"="True" }
    Pass {
        Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"

struct v2f {
    float4 pos : SV_POSITION;
    float2 uv : TEXCOORD0;
//  float4 nz : TEXCOORD1;
    float depth : TEXCOORD1;
    UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata {
    float4 vertex : POSITION;
    float3 normal : NORMAL;
    fixed4 color : COLOR;
    float4 texcoord : TEXCOORD0;
    UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
    v2f o;
    UNITY_SETUP_INSTANCE_ID(v);
    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
    TerrainAnimateTree(v.vertex, v.color.w);
    o.pos = UnityObjectToClipPos(v.vertex);
    o.uv = v.texcoord.xy;
//  o.nz.xyz = COMPUTE_VIEW_NORMAL;
//  o.nz.w = COMPUTE_DEPTH_01;
    o.depth = COMPUTE_DEPTH_01;
    return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
    half alpha = tex2D(_MainTex, i.uv).a;
    clip (alpha - _Cutoff);

    return float4(i.depth, 0, 0, 0);
//	return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
    }
    Pass {
        Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"

struct v2f {
    float4 pos : SV_POSITION;
    float2 uv : TEXCOORD0;
//  float4 nz : TEXCOORD1;
    float depth : TEXCOORD1;
    UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata {
    float4 vertex : POSITION;
    float3 normal : NORMAL;
    fixed4 color : COLOR;
    float4 texcoord : TEXCOORD0;
    UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
    v2f o;
    UNITY_SETUP_INSTANCE_ID(v);
    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
    TerrainAnimateTree(v.vertex, v.color.w);
    o.pos = UnityObjectToClipPos(v.vertex);
    o.uv = v.texcoord.xy;
//  o.nz.xyz = -COMPUTE_VIEW_NORMAL;
//  o.nz.w = COMPUTE_DEPTH_01;
    o.depth = COMPUTE_DEPTH_01;
    return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
    fixed4 texcol = tex2D( _MainTex, i.uv );
    clip( texcol.a - _Cutoff );

    return float4(i.depth, 0, 0, 0);
//	return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
    }

}

SubShader {
    Tags { "RenderType"="TreeBillboard" }
    Pass {
        Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
    float4 pos : SV_POSITION;
    float2 uv : TEXCOORD0;
//  float4 nz : TEXCOORD1;
    float depth : TEXCOORD1;
    UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_tree_billboard v) {
    v2f o;
    UNITY_SETUP_INSTANCE_ID(v);
    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
    TerrainBillboardTree(v.vertex, v.texcoord1.xy, v.texcoord.y);
    o.pos = UnityObjectToClipPos(v.vertex);
    o.uv.x = v.texcoord.x;
    o.uv.y = v.texcoord.y > 0;
//    o.nz.xyz = float3(0,0,1);
//    o.nz.w = COMPUTE_DEPTH_01;
    o.depth = COMPUTE_DEPTH_01;
    return o;
}
uniform sampler2D _MainTex;
fixed4 frag(v2f i) : SV_Target {
    fixed4 texcol = tex2D( _MainTex, i.uv );
    clip( texcol.a - 0.001 );

    return float4(i.depth, 0, 0, 0);
//	return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
    }
}

SubShader {
    Tags { "RenderType"="GrassBillboard" }
    Pass {
        Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"

struct v2f {
    float4 pos : SV_POSITION;
    fixed4 color : COLOR;
    float2 uv : TEXCOORD0;
//  float4 nz : TEXCOORD1;
    float depth : TEXCOORD1;
    UNITY_VERTEX_OUTPUT_STEREO
};

v2f vert (appdata_full v) {
    v2f o;
    UNITY_SETUP_INSTANCE_ID(v);
    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
    WavingGrassBillboardVert (v);
    o.color = v.color;
    o.pos = UnityObjectToClipPos(v.vertex);
    o.uv = v.texcoord.xy;
//    o.nz.xyz = COMPUTE_VIEW_NORMAL;
//    o.nz.w = COMPUTE_DEPTH_01;
    o.depth = COMPUTE_DEPTH_01;
    return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
    fixed4 texcol = tex2D( _MainTex, i.uv );
    fixed alpha = texcol.a * i.color.a;
    clip( alpha - _Cutoff );
    return float4(i.depth, 0, 0, 0);
//	return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
    }
}

SubShader {
    Tags { "RenderType"="Grass" }
    Pass {
        Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
    float4 pos : SV_POSITION;
    fixed4 color : COLOR;
    float2 uv : TEXCOORD0;
//  float4 nz : TEXCOORD1;
    float depth : TEXCOORD1;
    UNITY_VERTEX_OUTPUT_STEREO
};

v2f vert (appdata_full v) {
    v2f o;
    UNITY_SETUP_INSTANCE_ID(v);
    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
    WavingGrassVert (v);
    o.color = v.color;
    o.pos = UnityObjectToClipPos(v.vertex);
    o.uv = v.texcoord;
//    o.nz.xyz = COMPUTE_VIEW_NORMAL;
//    o.nz.w = COMPUTE_DEPTH_01;
    o.depth = COMPUTE_DEPTH_01;
    return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
    fixed4 texcol = tex2D( _MainTex, i.uv );
    fixed alpha = texcol.a * i.color.a;
    clip( alpha - _Cutoff );
    return float4(i.depth, 0, 0, 0);
//	return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
    }
}
Fallback Off
}
