Shader "Unlit/Matcap"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Matcap("Mapcap",2D) = "white"{}
_MatcapPower("MatcapPower", Float) = 2
_MatcapAdd("MapcapAdd",2D) = "white"{}
_MatcapAddPower("MatcapAddPower", Float) = 2
_RampTex("RampTex",2D) = "white"{}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal :NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 normal_world:TEXCOORD1;
float3 pos_world:TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _Matcap;
float _MatcapPower;
sampler2D _MatcapAdd;
float _MatcapAddPower;
sampler2D _RampTex;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.normal_world = mul(float4(v.normal,0), unity_WorldToObject);
o.pos_world = mul(unity_ObjectToWorld, v.vertex).xyz;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//主贴图
float4 tex_color = tex2D(_MainTex,i.uv);
//Matcap 计算采样的uv 使用
float3 normal_world = normalize(i.normal_world);
float3 normal_view = mul(UNITY_MATRIX_V, float4(normal_world,0));
float2 map_cap_uv = (normal_view.xy + float2(1,1)) * 0.5;
float4 mapcap_color = tex2D(_Matcap, map_cap_uv) * _MatcapPower;
//叠加的 Matcap
float4 matcap_add = tex2D(_MatcapAdd, map_cap_uv) * _MatcapAddPower;
//用菲涅尔来采样渐变图 1-0
float3 view_world = normalize(_WorldSpaceCameraPos.xyz - i.pos_world);
half NdotV = saturate(dot(normal_world,view_world));
half sample = 1 - NdotV;
float4 ramp_color = tex2D(_RampTex, float2(sample,sample));
float4 final_color = mapcap_color * tex_color * ramp_color + matcap_add;
return final_color;
}
ENDCG
}
}
}
Matcap贴图

