Shader "NRSDK/Holo_face" {
    Properties {
        _node_5051 ("node_5051", Color) = (0.3014706,1,0.9691825,1)
        _node_2675 ("node_2675", Range(0, 10)) = 4.213583
        _node_3534 ("node_3534", Range(0, 1)) = 0.9881258
    }
    SubShader {
        Tags {
            "RenderType"="Opaque"
        }
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #pragma multi_compile_fwdbase_fullshadows
            #pragma multi_compile_fog
            //#pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform float4 _node_5051;
            uniform float _node_2675;
            uniform float _node_3534;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float4 posWorld : TEXCOORD0;
                float3 normalDir : TEXCOORD1;
                UNITY_FOG_COORDS(2)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                o.pos = UnityObjectToClipPos( v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
                i.normalDir = normalize(i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 normalDirection = i.normalDir;
				
				////// Lighting:
                float3 node_5334 = (pow(1.0-max(0,dot(i.normalDir, viewDirection)),_node_2675)*_node_5051.rgb*_node_3534);
                float3 finalColor = node_5334;
                fixed4 finalRGBA = fixed4(finalColor,1);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
    CustomEditor "ShaderForgeMaterialInspector"
}
