// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // MatCap Shader, (c) 2015-2017 Jean Moreno Shader "MatCap/Vertex/Plain" { Properties { _Color ("Main Color", Color) = (0.5,0.5,0.5,1) _MatCap ("MatCap (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 multi_compile_fog #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 cap : TEXCOORD0; UNITY_FOG_COORDS(1) }; v2f vert (appdata_base v) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); 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 float4 _Color; uniform sampler2D _MatCap; float4 frag (v2f i) : COLOR { float4 mc = tex2D(_MatCap, i.cap); mc = _Color * mc * 2.0; UNITY_APPLY_FOG(i.fogCoord, mc); return mc; } ENDCG } } Fallback "VertexLit" }