Shader "Amplify Texture/Legacy Shaders/Nature/Terrain/Diffuse" {
Properties {
	_Color ("Main Color", Color) = (1,1,1,1)
	_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
	[HideInInspector] _VTInfoBlock( "VT (auto)", Vector ) = ( 0, 0, 0, 0 )
}

SubShader {
	Tags {
		"Amplify" = "True"
		"AmplifyTerrain" = "True"
		"SplatCount" = "4"
		"Queue" = "Geometry-100"
		"RenderType" = "Opaque"
	}

CGPROGRAM
#pragma surface surf Lambert
#pragma target 3.0
#pragma glsl
#pragma multi_compile _ _VT_SINGLE_MODE
#include "../../Shared.cginc"

struct Input {
	float2 uv_MainTex;
};

sampler2D _MainTex;
fixed4 _Color;

void surf (Input IN, inout SurfaceOutput o) {
	VirtualCoord vcoord = VTComputeVirtualCoord( float2( IN.uv_MainTex.x, 1 - IN.uv_MainTex.y ) );
	fixed4 c = VTSampleAlbedo( vcoord ) * _Color;
	o.Albedo = c.rgb;
	o.Alpha = c.a;
}
ENDCG
}

Dependency "AddPassShader" = "Hidden/Amplify Texture/Legacy Shaders/Nature/Terrain/Diffuse AddPass"
Dependency "BaseMapShader" = "Amplify Texture/Legacy Shaders/Nature/Terrain/Diffuse"
Dependency "Details0"      = "Hidden/TerrainEngine/Details/Vertexlit"
Dependency "Details1"      = "Hidden/TerrainEngine/Details/WavingDoublePass"
Dependency "Details2"      = "Hidden/TerrainEngine/Details/BillboardWavingDoublePass"
Dependency "Tree0"         = "Hidden/TerrainEngine/BillboardTree"
CustomEditor "VirtualMaterialEditor"
}
