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Author: Daniel Brauer


MatCap (Material Capture) shader, for displaying objects with reflective materials with uniform surface colouring, like Zbrush or Mudbox can. It uses an image of a sphere as a view-space environment map. It's very cheap, and looks great when the camera doesn't rotate.


Use a regular normal map for your object, and a render or a photo of a sphere for the MatCap.

ShaderLab - MatCap.shader

<shaderlab> Shader "MatCap Bumped" { Properties { _Color ("Main Color", Color) = (0.5,0.5,0.5,1) _BumpMap ("Bumpmap (RGB)", 2D) = "bump" {} _MatCap ("MatCap (RGB)", 2D) = "white" {} }

Subshader { Tags { "RenderType"="Opaque" } Fog { Color [_AddFog] }

Pass { Name "BASE" Tags { "LightMode" = "Always" }

CGPROGRAM #pragma exclude_renderers xbox360 #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_fog_exp2 #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc"

struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float3 TtoV0 : TEXCOORD1; float3 TtoV1 : TEXCOORD2; };

uniform float4 _BumpMap_ST;

v2f vert (appdata_tan v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.uv = TRANSFORM_TEX(v.texcoord,_BumpMap);

TANGENT_SPACE_ROTATION; o.TtoV0 = mul(rotation, UNITY_MATRIX_IT_MV[0].xyz); o.TtoV1 = mul(rotation, UNITY_MATRIX_IT_MV[1].xyz); return o; }

uniform float4 _Color; uniform sampler2D _BumpMap; uniform sampler2D _MatCap;

float4 frag (v2f i) : COLOR { float3 normal = UnpackNormal(tex2D(_BumpMap, i.uv)); // normal = normalize(normal);

half2 vn; vn.x = dot(i.TtoV0, normal); vn.y = dot(i.TtoV1, normal);

float4 matcapLookup = tex2D(_MatCap, vn*0.5 + 0.5);

matcapLookup.a = 1;

return _Color*matcapLookup*2; } ENDCG } } }


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