Cg per-vertex diffuse lighting

Shader "Custom/Cg per-vertex diffuse lighting"
{
	Properties
	{
		_Color ("Diffuse Material Color",Color) = (1,1,1,1)
	}
	SubShader 
	{
		Pass 
		{
			Tags { "LightMode" = "ForwardBase" }
			CGPROGRAM
			#pragma vertex vert 
			#pragma fragment frag 

			#include "UnityCG.cginc"

			uniform float4 _LightColor0;

			uniform float4 _Color;

			struct vertexInput
			{
				float4 vertex:POSITION;
				float3 normal:NORMAL;
			};

			struct vertexOutput
			{
				float4 pos:SV_POSITION;
				float4 col:COLOR;
			};
			vertexOutput vert(vertexInput input)
			{
				vertexOutput output;

				float4x4 modelMatrix = _Object2World ;
				float4x4 modelMatrixInverse = _World2Object;

				float3 normalDirection = normalize(mul(float4(input.normal,0.0),modelMatrixInverse).xyz);

				float3 vertexToLightSource = _WorldSpaceLightPos0.xyz - mul(modelMatrix,input.vertex*_WorldSpaceLightPos0.w).xyz;

				float one_over_distance = 1.0 / length(vertexToLightSource);
				float attenuation = lerp(1.0,one_over_distance,_WorldSpaceLightPos0.w);
				float3 lightDirection = normalize(vertexToLightSource) * one_over_distance;

				float3 diffuseReflection = _LightColor0.rgb * _Color.rgb * max(0.0,dot(normalDirection,lightDirection));

				output.col=float4(diffuseReflection,1.0);
				output.pos = mul(UNITY_MATRIX_MVP,input.vertex);
				return output; 
			}

			float4 frag(vertexOutput input):COLOR 
			{
				return input.col;
			}
			ENDCG
		}

		Pass 
		{
			Tags { "LightMode" = "ForwardAdd" }
			Blend One One

			CGPROGRAM
			#pragma vertex vert 
			#pragma fragment frag 

			#include "UnityCG.cginc"

			uniform float4 _LightColor0;

			uniform float4 _Color;

			struct vertexInput
			{
				float4 vertex:POSITION;
				float3 normal:NORMAL;
			};
			struct vertexOutput
			{
				float4 pos:SV_POSITION;
				float4 col:COLOR;
			};

			vertexOutput vert(vertexInput input)
			{
				vertexOutput output;
				float4x4 modelMatrix = _Object2World ;
				float4x4 modelMatrixInverse = _World2Object;

				float3 normalDirection = normalize(mul(float4(input.normal,0.0),modelMatrixInverse).xyz); 

				float3 vertexToLightSource = _WorldSpaceLightPos0.xyz - mul(modelMatrix,input.vertex*_WorldSpaceLightPos0.w).xyz;

				float one_over_distance = 1.0 / length(vertexToLightSource);
				float attenuation = lerp(1.0,one_over_distance,_WorldSpaceLightPos0.w);
				float3 lightDirection = normalize(vertexToLightSource) * one_over_distance;

				float3 diffuseReflection = _LightColor0.rgb * _Color.rgb * max(0.0,dot(normalDirection,lightDirection));
				output.col = float4(diffuseReflection,1.0);
				output.pos = mul(UNITY_MATRIX_MVP,input.vertex);
				return output;
			}

			float4 frag(vertexOutput input):COLOR
			{
				return input.col;
			}
			ENDCG 
		}
	}
	FallBack  "Diffuse"
}

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