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1.8 KiB

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"
}