Shader "Amazing Assets/Curved World/Tutorial/Surface Shader (Finished)"
{
    Properties
    {
        [CurvedWorldBendSettings]	  _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)


        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        _Metallic ("Metallic", Range(0,1)) = 0.0
    }

    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 200

        CGPROGRAM
        #pragma surface surf Standard fullforwardshadows vertex:vert addshadow
        #pragma target 3.0


#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
#include "../../Core/CurvedWorldTransform.cginc"


        sampler2D _MainTex;
        half _Glossiness;
        half _Metallic;
        fixed4 _Color;

        struct Input
        {
            float2 uv_MainTex;
        };

       
        void vert (inout appdata_full v, out Input o) 
        {
            UNITY_INITIALIZE_OUTPUT(Input,o);


            #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
			    #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
                    CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent)
                #else
                    CURVEDWORLD_TRANSFORM_VERTEX(v.vertex)
                #endif
            #endif
        }


        void surf (Input IN, inout SurfaceOutputStandard o)
        {
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
            o.Albedo = c.rgb;

            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = c.a;
        }
        ENDCG
    }

     FallBack "Hidden/Amazing Assets/Curved World/Fallback/VertexLit"
}
