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Matcap.shader
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Shader "Unlit/Matcap"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float2 worldNormal : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
// I was using UnityObjectToClipPos to transform the vertex normal.
// There are two problems with that. First is clip space is not view space.
//Clip space is a step after view space and before screen space that's used for rasterization (how all modern GPUs calculate what pixels to render).
//The second is that that function is for transforming a position, and a normal is a direction.
//Using UnityObjectToWorldNormal will get the vertex normal into world space, and is the correct first step,
//but still need to transform the world normal into view space.
//There's no handy included function for that, but it's simple enough to add
// Solution: mul((float3x3)UNITY_MATRIX_V, UnityObjectToWorldNormal(v.normal))
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = mul((float3x3)UNITY_MATRIX_V, UnityObjectToWorldNormal(v.normal)).xy*0.3 + 0.5; //UnityObjectToClipPos(v.normal)*0.5 + 0.5;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.worldNormal);
// apply fog
return col;
}
ENDCG
}
}
}