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Author: Aras Pranckevicius, inspired by Patrik/Metervara and NVIDIA.


A classic anisotropic lighting shader using a lookup texture. Pretty much straight from NVIDIA example.

It is a pixel-lit shader that requires vertex&fragment programs. Otherwise it falls back to VertexLit.


  • Get the anisotropic lookup texture from NVIDIA code sample (in Media/Textures/2d/Aniso2.tga).
  • Setup it's wrap mode to Clamp in Unity's texture inspector.
  • Create a material with this shader, assign the anisotropic lookup texture to anisotropic property.
  • Setup your main texture & color in the material.

ShaderLab - Anisotropic.shader

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Shader "Anisotropic" { 
Properties {
    _Color ("Main Color", Color) = (1,1,1,1)
    _MainTex ("Base (RGB)", 2D) = "white" {}
    _AnisoTex ("Aniso lookup (RGBA)", 2D) = "white" {}

Category {
    Lod 0
    Blend AppSrcAdd AppDstAdd
    Fog { Color [_AddFog] }
    SubShader {
        // Ambient pass
        Pass {
            Name "BASE"
            Tags {"LightMode" = "PixelOrNone"}
            Color [_PPLAmbient]
            // Make it respond less to ambient color just to make it look better - no DOUBLE part here
            SetTexture [_MainTex] {constantColor [_Color] Combine texture * primary, texture * constant}
        // Vertex lights
        Pass { 
            Name "BASE"
            Tags {"LightMode" = "Vertex"}
            Lighting On
            Material {
                Diffuse [_Color]
                Emission [_PPLAmbient]
            SetTexture [_MainTex] { constantColor [_Color] Combine texture * primary DOUBLE, texture * constant}
        // Pixel lights
        Pass {
            Name "PPL"
            Tags { "LightMode" = "Pixel" }
// profiles arbfp1 
// vertex vert
// fragment frag
// autolight 7
#include "UnityCG.cginc" 
#include "AutoLight.cginc" 

struct v2f {
    float2 uv[2] : TEXCOORD0;
struct v2f2 {
    float2 uv[2] : TEXCOORD0;
v2f vert (appdata_base v) {
    v2f o;
    PositionFog( v.vertex, o.pos, o.fog );
    o.uv[0] = TRANSFORM_UV(0);
    float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
    float3 lightDir = normalize(ObjSpaceLightDir(v.vertex));
    float3 halfAngle = normalize(viewDir + lightDir);
    o.uv[1].x = dot(lightDir,v.normal);
    o.uv[1].y = dot(halfAngle,v.normal);
    return o;

sampler2D _MainTex : register(s0);
sampler2D _AnisoTex : register(s1);

float4 frag(v2f2 i, LIGHTDECL(TEXUNIT2)) : COLOR
    float4 texcol = tex2D( _MainTex, i.uv[0] );
    float4 aniso = tex2D( _AnisoTex, i.uv[1] );
    texcol.rgb *= _ModelLightColor[0].rgb;
    texcol.rgb *= aniso.rgb * (aniso.a * LIGHTATT * 2);
    return float4( texcol.rgb, 0 );


            SetTexture[_MainTex] {}
            SetTexture[_AnisoTex] {}
            SetTexture [_LightTexture0] {}
            SetTexture [_LightTextureB0] {}

Fallback " VertexLit", 1 

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