Shader "Graphy/Graph Mobile"
{
    Properties
    {
        [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
        _Color("Tint", Color) = (1,1,1,1)
        [MaterialToggle] PixelSnap("Pixel snap", Float) = 0

        _GoodColor("Good Color", Color) = (1,1,1,1)
        _CautionColor("Caution Color", Color) = (1,1,1,1)
        _CriticalColor("Critical Color", Color) = (1,1,1,1)

        _GoodThreshold("Good Threshold", Float) = 0.5
        _CautionThreshold("Caution Threshold", Float) = 0.25
    }

    SubShader
    {
        Tags
        {
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
        }

        Cull Off
        Lighting Off
        ZWrite Off
        ZTest Off
        Blend One OneMinusSrcAlpha

        Pass
        {
            Name "Default"
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile _ PIXELSNAP_ON

            #include "UnityCG.cginc"

            struct appdata_t
            {
                float4 vertex : POSITION;
                float4 color : COLOR;
                float2 texcoord : TEXCOORD0;

                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
                fixed4 color : COLOR;
                float2 texcoord : TEXCOORD0;

                UNITY_VERTEX_OUTPUT_STEREO
            };

            fixed4 _Color;

            v2f vert(appdata_t IN)
            {
                v2f OUT;

                UNITY_SETUP_INSTANCE_ID(IN);
                UNITY_INITIALIZE_OUTPUT(v2f, OUT);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);

                OUT.vertex = UnityObjectToClipPos(IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color * _Color;
                #ifdef PIXELSNAP_ON
                OUT.vertex = UnityPixelSnap(OUT.vertex);
                #endif

                return OUT;
            }

            sampler2D _MainTex;
            sampler2D _AlphaTex;
            float _AlphaSplitEnabled;

            fixed4 SampleSpriteTexture(float2 uv)
            {
                fixed4 color = tex2D(_MainTex, uv);

                #if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
                if (_AlphaSplitEnabled)
                    color.a = tex2D(_AlphaTex, uv).r;
                #endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED

                return color;
            }

            fixed4 _GoodColor;
            fixed4 _CautionColor;
            fixed4 _CriticalColor;

            fixed _GoodThreshold;
            fixed _CautionThreshold;

            uniform float Average;

            // NOTE: The size of this array can break compatibility with some older GPUs
            // This shader is pretty much equal to GraphStandard.shader but with a smaller Array size.
            uniform float GraphValues[128];

            uniform float GraphValues_Length;

            fixed4 frag(v2f IN) : SV_Target
            {
                fixed4 color = IN.color;

                fixed xCoord = IN.texcoord.x;
                fixed yCoord = IN.texcoord.y;

                float graphValue = GraphValues[floor(xCoord * GraphValues_Length)];

                // Define the width of each element of the graph
                float increment = 1.0f / (GraphValues_Length - 1);

                // Assign the corresponding color
                if (graphValue > _GoodThreshold)
                {
                    color *= _GoodColor;
                }
                else if (graphValue > _CautionThreshold)
                {
                    color *= _CautionColor;
                }
                else
                {
                    color *= _CriticalColor;
                }

                // Point coloring
                if (graphValue - yCoord > increment * 4)
                {
                    //color.a = yCoord * graphValue * 0.3;
                    color.a *= yCoord * 0.3 / graphValue;
                }

                // Set as transparent the part on top of the current point value
                if (yCoord > graphValue)
                {
                    color.a = 0;
                }

                // Average white bar
                if (yCoord < Average && yCoord > Average - 0.02)
                {
                    color = fixed4(1, 1, 1, 1);
                }

                // CautionColor bar
                if (yCoord < _CautionThreshold && yCoord > _CautionThreshold - 0.02)
                {
                    color = _CautionColor;
                }

                // GoodColor bar
                if (yCoord < _GoodThreshold && yCoord > _GoodThreshold - 0.02)
                {
                    color = _GoodColor;
                }

                // Fade the alpha of the sides of the graph
                if (xCoord < 0.03)
                {
                    color.a *= 1 - (0.03 - xCoord) / 0.03;
                }
                else if (xCoord > 0.97)
                {
                    color.a *= (1 - xCoord) / 0.03;
                }

                fixed4 c = SampleSpriteTexture(IN.texcoord) * color;

                c.rgb *= c.a;

                return c;
            }
            ENDCG
        }
    }
}