Shader "LayaAir3D/Water/Water (Primary)" {
	Properties{
		[NoScaleOffset] _ColorControl("MainTexture", 2D) = "" { }
		[NoScaleOffset] _BumpMap("NormalTexture", 2D) = "" { }
		_horizonColor("Horizon color", COLOR) = (.172 , .463 , .435 , 0)
		_WaveScale("Wave scale", Range(0.02,0.15)) = .07
		_WaveSpeed("Wave speed", Vector) = (19,9,-16,-7)
	}

		CGINCLUDE
		#include "UnityCG.cginc"

		uniform float4 _horizonColor;
		uniform float4 _WaveSpeed;
		uniform float _WaveScale;

		struct appdata {
			float4 vertex : POSITION;
			float3 normal : NORMAL;
		};

		struct v2f {
			float4 pos : SV_POSITION;
			float2 bumpuv[2] : TEXCOORD0;
			float3 viewDir : TEXCOORD2;
			float4 temp : TEXCOORD3;

			UNITY_FOG_COORDS(4)
		};

		v2f vert(appdata v)
		{
			v2f o;
			float4 s;

			o.pos = UnityObjectToClipPos(v.vertex);

			// scroll bump waves
			float4 wpos = mul(unity_ObjectToWorld, v.vertex);
			o.temp.xyzw = wpos.xzxz * _WaveScale + _WaveSpeed * _WaveScale * _Time.y;
			o.bumpuv[0] = o.temp.xy * float2(.4, .45);
			o.bumpuv[1] = o.temp.wz;

			// object space view direction
			//o.viewDir.xzy = normalize(WorldSpaceViewDir(v.vertex));
			o.viewDir.xzy = normalize(WorldSpaceViewDir(v.vertex));

			UNITY_TRANSFER_FOG(o, o.pos);
			return o;
		}
		ENDCG

		Subshader{
			Tags{ "RenderType" = "Opaque" }
			Pass{

				CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag
				#pragma multi_compile_fog

				sampler2D _BumpMap;
				sampler2D _ColorControl;

				half4 frag(v2f i) : COLOR
				{
					half3 bump1 = UnpackNormal(tex2D(_BumpMap, i.bumpuv[0])).rgb;
					half3 bump2 = UnpackNormal(tex2D(_BumpMap, i.bumpuv[1])).rgb;
					half3 bump = (bump1 + bump2) * 0.5;

					half fresnel = dot(i.viewDir, bump);
					half4 water = tex2D(_ColorControl, float2(fresnel,fresnel));

					half4 col;
					col.rgb = lerp(water.rgb, _horizonColor.rgb, water.a);
					col.a = _horizonColor.a;

					UNITY_APPLY_FOG(i.fogCoord, col);

					return col;
				}
				ENDCG
			}
		}
}
