Hello,
I wrote a MatCap shader following this idea:
Given the image representing the texture, we compute the sample point by taking the dot product of the vertex normal and the camera position and remapping this to [0,1].
This seems to work well when I look straight at an object with this shader. However, in cases where the camera points slightly on the side, I can see the texture stretch a lot.
Could anyone give me a hint as how to get a nice matcap shader ?
Here's what I wrote:
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;
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
}
}
}
Thanks!