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70 lines
1.5 KiB

Shader "Custom/MatCapSimple"
{
Properties
{
_Color ("Main Color", Color) = (0.5,0.5,0.5,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_MatCap ("MatCap (RGB)", 2D) = "white" {}
_MatCapStrength ("MatCapStrength", Range (0,3)) = 1
}
Subshader
{
Tags { "RenderType"="Opaque" }
Pass
{
Tags { "LightMode" = "Always" }
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 cap : TEXCOORD0;
float2 uv : 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 float4 _Color;
uniform sampler2D _MatCap;
uniform float _MatCapStrength;
float4 frag (v2f i) : COLOR
{
fixed4 tex = tex2D(_MainTex, i.uv);
float4 mc = tex * (tex2D(_MatCap, i.cap) * _MatCapStrength);
mc = _Color * mc * 2.0;
UNITY_APPLY_FOG(i.fogCoord, mc);
return mc;
}
ENDCG
}
}
Fallback "VertexLit"
}