Shader "Omm/IceFrozen"
{
    Properties
    {
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _AlphaTex ("Base (RGB)", 2D) = "white" {}
        _RandomTex ("Base (RGB)", 2D) = "white" {}
        _RimColor ("Rim Color", Color) = (1, 0, 0, 1)
        _Color("_Color", Color) = (0.5,0.5,0.5,1)
        _Rampage("_Rampage", Float) = 0
        _Frezz("_Frezz", Range(0, 1)) = 0
    }

    SubShader
    {
        Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} 
        Pass
        {
            cull off
            Blend SrcAlpha OneMinusSrcAlpha
            CGPROGRAM
            // Upgrade NOTE: excluded shader from DX11 and Xbox360; has structs without semantics (struct v2f members pos1) 
         //   #pragma exclude_renderers d3d11 xbox360
            #pragma target 2.0
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                half4 pos : SV_POSITION;
                half2 uv : TEXCOORD0;
                fixed3 color : COLOR;
            };

            uniform fixed4 _RimColor;
            uniform fixed _Rampage;
            uniform fixed _Frezz;

            v2f vert(appdata_base v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                if (_Rampage == 1)
                {
                    fixed3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
                    fixed dotProduct = 1 - dot(v.normal, viewDir);
                    o.color = smoothstep(0, 1, dotProduct);
                    o.color *= _RimColor;
                }
                float3 normal = mul(SCALED_NORMAL, (float3x3)unity_WorldToObject);
                fixed dotProduct = dot(normal, fixed3(0, 1, 0)) / 2;
                if (dotProduct <= 0)
                {
                    dotProduct = 0;
                }
                o.color += dotProduct.xxx;
                o.uv = v.texcoord.xy;
                return o;
            }

            uniform sampler2D _MainTex;
            uniform sampler2D _AlphaTex;
            uniform sampler2D _RandomTex;
            uniform fixed4 _Color;
            fixed4 frag(v2f i) : COLOR
            {
                fixed4 texcol = tex2D(_MainTex, i.uv);
                fixed4 alpha = tex2D(_AlphaTex, i.uv);
                float ClipTex = tex2D(_RandomTex, i.uv).r;
                float ClipAmount = (_Frezz - ClipTex) / 2 + 0.5;
                if (ClipAmount < 0)
                {
                    ClipAmount = 0;
                }
                if (ClipAmount > 1)
                {
                    ClipAmount = 1;
                }
                if (_Rampage == 1)
                {
                    texcol.rgb += i.color;
                }
                texcol = texcol * ClipAmount + alpha * (1 - ClipAmount);
                texcol.a = alpha.a;
                clip(texcol.a - 0.5);
                texcol *= _Color;
                return texcol;
            }
            ENDCG
        }

    }
    FallBack "Legacy Shaders/Transparent/Cutout/VertexLit"
}