Shader "Custom/MatCapShine" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _MatCap ("MatCap (RGB)", 2D) = "white" {} _MatCapStrength ("MatCapStrength", Range (0,3)) = 1 _ShineRamp ("ShineRamp", 2D) = "white" {} _ShineStrength ("Shine Strength", Range (0,5)) = 2 _ScrollSpeed ("Shine Scroll Speed", Float) = 10.0 } 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 appdata { float4 vertex : POSITION; float3 normal : NORMAL; float2 uv1 : TEXCOORD0; float2 uv2 : TEXCOORD1; float2 cap : TEXCOORD2; }; struct v2f { float4 pos : SV_POSITION; float2 uv1 : TEXCOORD0; float2 uv2 : TEXCOORD1; float2 cap : TEXCOORD2; UNITY_FOG_COORDS(3) }; uniform float4 _MainTex_ST; uniform float4 _ShineRamp_ST; uniform float _ScrollSpeed; uniform sampler2D _MainTex; uniform sampler2D _ShineRamp; uniform sampler2D _MatCap; uniform float _MatCapStrength; uniform float _ShineStrength; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); o.uv1 = TRANSFORM_TEX(v.uv1, _MainTex); //effect uvs o.uv2 = TRANSFORM_TEX(v.uv2, _ShineRamp) + frac(float2(_ScrollSpeed, _ScrollSpeed) * _Time); //view normals 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; //fog UNITY_TRANSFER_FOG(o, o.pos); return o; } float4 frag (v2f i) : COLOR { fixed4 tex = tex2D(_MainTex, i.uv1); fixed4 shine = tex2D(_ShineRamp, i.uv2) * _ShineStrength; float4 matCap = tex2D(_MatCap, i.cap) * _MatCapStrength; float4 col = tex * matCap * 2.0 + shine; UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } Fallback "VertexLit" }