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" }