// MatCap Shader, (c) 2015-2019 Jean Moreno Shader "MatCap/Vertex/Textured Add" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _MatCap ("MatCap (RGB)", 2D) = "white" {} } Subshader { Tags { "RenderType"="Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_fog #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float2 cap : TEXCOORD1; UNITY_FOG_COORDS(2) }; 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 = normalize(unity_WorldToObject[0].xyz * v.normal.x + unity_WorldToObject[1].xyz * v.normal.y + unity_WorldToObject[2].xyz * v.normal.z); worldNorm = mul((float3x3)UNITY_MATRIX_V, worldNorm); o.cap.xy = worldNorm.xy * 0.5 + 0.5; UNITY_TRANSFER_FOG(o, o.pos); return o; } uniform sampler2D _MainTex; uniform sampler2D _MatCap; fixed4 frag (v2f i) : COLOR { fixed4 tex = tex2D(_MainTex, i.uv); fixed4 mc = tex2D(_MatCap, i.cap); #ifndef UNITY_COLORSPACE_GAMMA // perform the blending operation in gamma space to get the same result in linear space tex.rgb = LinearToGammaSpace(tex.rgb); mc.rgb = LinearToGammaSpace(mc.rgb); mc *= 2.0; mc = saturate(tex + mc - 1.0); mc.rgb = GammaToLinearSpace(mc.rgb); UNITY_APPLY_FOG(i.fogCoord, mc); return mc; #else mc.rgb = tex.rgb + (mc.rgb * 2.0) - 1.0; UNITY_APPLY_FOG(i.fogCoord, mc); return mc; #endif } ENDCG } } Fallback "VertexLit" }