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Shader "ARCore/DiffuseWithLightEstimation"
{
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    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 150

        CGPROGRAM
        #pragma surface surf Lambert noforwardadd finalcolor:lightEstimation

        sampler2D _MainTex;
        fixed3 _GlobalColorCorrection;

        struct Input
        {
            float2 uv_MainTex;
        };

        void lightEstimation(Input IN, SurfaceOutput o, inout fixed4 color)
        {
            color.rgb *= _GlobalColorCorrection;
        }

        void surf (Input IN, inout SurfaceOutput o)
        {
            fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
            o.Albedo = c.rgb;
            o.Alpha = c.a;
        }
        ENDCG
    }

    Fallback "Mobile/VertexLit"
}


text:
Shader "ARCore/PlaneGrid"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _GridColor ("Grid Color", Color) = (1.0, 1.0, 0.0, 1.0)
        _UvRotation ("UV Rotation", float) = 30
    }

    SubShader
    {
        Tags { "Queue"="Transparent" "RenderType"="Transparent" }
        Blend SrcAlpha OneMinusSrcAlpha
        ZTest on
        ZWrite off

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                fixed4 color : COLOR;
            };

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

            sampler2D _MainTex;
            float4 _MainTex_ST;
            float4 _GridColor;
            fixed _UvRotation;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);

                fixed cosr = cos(_UvRotation);
                fixed sinr = sin(_UvRotation);
                fixed2x2 uvrotation = fixed2x2(cosr, -sinr, sinr, cosr);

                float2 uv = mul(UNITY_MATRIX_M, v.vertex).xz * _MainTex_ST.xy;
                o.uv = mul(uvrotation, uv);
                o.color = v.color;
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 col = tex2D(_MainTex, i.uv);
                return fixed4(_GridColor.rgb, col.r * i.color.a);
            }
            ENDCG
        }
    }
}


text:
// Don't remove the following line. It is used to bypass Unity
// upgrader change. This is necessary to make sure the shader
// continues to compile on Unity 5.2
// UNITY_SHADER_NO_UPGRADE
Shader "ARCore/PointCloud" {
Properties{
        _PointSize("Point Size", Float) = 5.0
        _Color ("PointCloud Color", Color) = (0.121, 0.737, 0.823, 1.0)
}
  SubShader {
     Pass {
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag

        #include "UnityCG.cginc"

        struct appdata
        {
           float4 vertex : POSITION;
        };

        struct v2f
        {
           float4 vertex : SV_POSITION;
           float size : PSIZE;
        };

        float _PointSize;
        fixed4 _Color;

        v2f vert (appdata v)
        {
           v2f o;
           o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
           o.size = _PointSize;

           return o;
        }

        fixed4 frag (v2f i) : SV_Target
        {
           return _Color;
        }
        ENDCG
     }
  }
}


text:
Shader "ARCore/SpecularWithLightEstimation"
{
    Properties
    {
        _Shininess ("Shininess", Range (0.03, 1)) = 0.078125
        _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
        [NoScaleOffset] _BumpMap ("Normalmap", 2D) = "bump" {}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 250

        CGPROGRAM
        #pragma surface surf MobileBlinnPhong exclude_path:prepass nolightmap noforwardadd halfasview interpolateview finalcolor:lightEstimation

        inline fixed4 LightingMobileBlinnPhong (SurfaceOutput s, fixed3 lightDir, fixed3 halfDir, fixed atten)
        {
            fixed diff = max (0, dot (s.Normal, lightDir));
            fixed nh = max (0, dot (s.Normal, halfDir));
            fixed spec = pow (nh, s.Specular*128) * s.Gloss;

            fixed4 c;
            c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * atten;
            UNITY_OPAQUE_ALPHA(c.a);
            return c;
        }

        sampler2D _MainTex;
        sampler2D _BumpMap;
        half _Shininess;
        fixed3 _GlobalColorCorrection;

        struct Input
        {
            float2 uv_MainTex;
        };

        void lightEstimation(Input IN, SurfaceOutput o, inout fixed4 color)
        {
            color.rgb *= _GlobalColorCorrection;
        }

        void surf (Input IN, inout SurfaceOutput o)
        {
            fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
            o.Albedo = tex.rgb;
            o.Gloss = tex.a;
            o.Alpha = tex.a;
            o.Specular = _Shininess;
            o.Normal = UnpackNormal (tex2D(_BumpMap, IN.uv_MainTex));
        }
        ENDCG
    }

    FallBack "Mobile/VertexLit"
}


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