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- // 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/Textured Add"
- {
- Properties
- {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _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 uv : TEXCOORD0;
- float2 cap : 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 sampler2D _MatCap;
-
- fixed4 frag (v2f i) : COLOR
- {
- fixed4 tex = tex2D(_MainTex, i.uv);
- fixed4 mc = (tex + (tex2D(_MatCap, i.cap)*2.0) - 1.0);
-
- UNITY_APPLY_FOG(i.fogCoord, mc);
- return (tex + (mc*2.0)-1.0);
- }
- ENDCG
- }
- }
-
- Fallback "VertexLit"
- }
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