Shader "Amplify Texture/Legacy Shaders/Reflective/Diffuse" {
Properties {
	_Color ("Main Color", Color) = (1,1,1,1)
	_ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
	_MainTex ("Base (RGB) RefStrength (A)", 2D) = "white" {}
	_Cube ("Reflection Cubemap", Cube) = "_Skybox" {}
	[HideInInspector] _VTInfoBlock( "VT (auto)", Vector ) = ( 0, 0, 0, 0 )
}
SubShader {
	LOD 200
	Tags { "RenderType"="Opaque" "Amplify"="True" }

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

sampler2D _MainTex;
samplerCUBE _Cube;

fixed4 _Color;
fixed4 _ReflectColor;

struct Input {
	float2 uv_MainTex;
	float3 worldRefl;
};

void surf (Input IN, inout SurfaceOutput o) {
	VirtualCoord vcoord = VTComputeVirtualCoord( IN.uv_MainTex.xy );
	fixed4 tex = VTSampleAlbedo( vcoord );
	fixed4 c = tex * _Color;
	o.Albedo = c.rgb;

	fixed4 reflcol = texCUBE (_Cube, IN.worldRefl);
	reflcol *= tex.a;
	o.Emission = reflcol.rgb * _ReflectColor.rgb;
	o.Alpha = reflcol.a * _ReflectColor.a;
}
ENDCG
}

FallBack "Amplify Texture/Legacy Shaders/Reflective/VertexLit"
CustomEditor "VirtualMaterialEditor"
}
