// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // MatCap Shader, (c) 2015-2017 Jean Moreno Shader "MatCap/Bumped/Plain" { Properties { _Color ("Main Color", Color) = (0.5,0.5,0.5,1) _BumpMap ("Normal Map", 2D) = "bump" {} _MatCap ("MatCap (RGB)", 2D) = "white" {} [Toggle(MATCAP_ACCURATE)] _MatCapAccurate ("Accurate Calculation", Int) = 0 } 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_bump : TEXCOORD0; #if MATCAP_ACCURATE fixed3 tSpace0 : TEXCOORD1; fixed3 tSpace1 : TEXCOORD2; fixed3 tSpace2 : TEXCOORD3; UNITY_FOG_COORDS(4) #else float3 c0 : TEXCOORD1; float3 c1 : TEXCOORD2; UNITY_FOG_COORDS(3) #endif }; uniform float4 _BumpMap_ST; v2f vert (appdata_tan v) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); o.uv_bump = TRANSFORM_TEX(v.texcoord,_BumpMap); #if MATCAP_ACCURATE //Accurate bump calculation: calculate tangent space matrix and pass it to fragment shader fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w; o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x); o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y); o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z); #else //Faster but less accurate method (especially on non-uniform scaling) 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)); #endif UNITY_TRANSFER_FOG(o, o.pos); return o; } uniform float4 _Color; uniform sampler2D _MatCap; uniform sampler2D _BumpMap; float4 frag (v2f i) : COLOR { fixed3 normals = UnpackNormal(tex2D(_BumpMap, i.uv_bump)); #if MATCAP_ACCURATE //Rotate normals from tangent space to world space float3 worldNorm; worldNorm.x = dot(i.tSpace0.xyz, normals); worldNorm.y = dot(i.tSpace1.xyz, normals); worldNorm.z = dot(i.tSpace2.xyz, normals); worldNorm = mul((float3x3)UNITY_MATRIX_V, worldNorm); float4 mc = tex2D(_MatCap, worldNorm.xy * 0.5 + 0.5) * _Color * 2.0; #else half2 capCoord = half2(dot(i.c0, normals), dot(i.c1, normals)); float4 mc = tex2D(_MatCap, capCoord*0.5+0.5) * _Color * 2.0; #endif UNITY_APPLY_FOG(i.fogCoord, mc); return mc; } ENDCG } } Fallback "VertexLit" }