Shader "Custom/MatcapAdditive" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _BumpMap ("Normal Map", 2D) = "bump" {} _MatCap ("MatCap (RGB)", 2D) = "white" {} _AOMap ("Ambient Occlusion Map (RGB)", 2D) = "white" {} } Subshader { Tags { "RenderType"="Opaque"} Pass { Tags { "LightMode" = "Always" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma shader_feature MATCAP_ACCURATE #pragma multi_compile_fog #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float2 uv_bump : TEXCOORD1; float3 c0 : TEXCOORD2; float3 c1 : TEXCOORD3; UNITY_FOG_COORDS(4) }; uniform float4 _MainTex_ST; uniform float4 _BumpMap_ST; v2f vert (appdata_tan v) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); o.uv_bump = TRANSFORM_TEX(v.texcoord,_BumpMap); v.normal = normalize(v.normal); v.tangent = normalize(v.tangent); TANGENT_SPACE_ROTATION; o.c0 = mul(rotation, normalize(UNITY_MATRIX_IT_MV[0].xyz)); o.c1 = mul(rotation, normalize(UNITY_MATRIX_IT_MV[1].xyz)); UNITY_TRANSFER_FOG(o, o.pos); return o; } uniform sampler2D _MainTex; uniform sampler2D _AOMap; uniform sampler2D _BumpMap; uniform sampler2D _MatCap; fixed4 frag (v2f i) : COLOR { fixed4 tex = tex2D(_MainTex, i.uv); fixed4 _AOTex = tex2D(_AOMap, i.uv); fixed3 normals = UnpackNormal(tex2D(_BumpMap, i.uv_bump)); half2 capCoord = half2(dot(i.c0, normals), dot(i.c1, normals)); float4 mc = (tex + (tex2D(_MatCap, capCoord*0.5 + 0.5)*2.0) - 1.0) * _AOTex; UNITY_APPLY_FOG(i.fogCoord, mc); return mc; } ENDCG } } Fallback "VertexLit" }