Shader "MatCap"
{
Properties
{
_MainTex("Base (RGB)", 2D) = "white" {}
_MatCap("MatCap (RGB)", 2D) = "white" {}
}
Subshader
{
Tags { "RenderType" = "Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 cap : TEXCOORD1;
};
uniform float4 _MainTex_ST;
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
float3 worldNorm = UnityObjectToWorldNormal(v.normal);
worldNorm = mul((float3x3)UNITY_MATRIX_V, worldNorm);
o.cap.xy = worldNorm.xy * 0.5 + 0.5;
return o;
}
uniform sampler2D _MainTex;
uniform sampler2D _MatCap;
float4 frag(v2f i) : COLOR
{
float4 tex = tex2D(_MainTex, i.uv);
float4 mc = tex2D(_MatCap, i.cap);
mc.rgb = tex.rgb * mc.rgb;
return mc;
}
ENDCG
}
}
Fallback "Diffuse"
}