// VRChat MatCapLit shader, based on Unity's Mobile/Diffuse. Copyright (c) 2019 VRChat. // Simple MatCapLit shader. // -fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. Shader "VRChat/Mobile/MatCap Lit" { Properties { _MainTex("Texture", 2D) = "white" {} _MatCap ("MatCap (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry" } Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdbase #pragma multi_compile_instancing #pragma skip_variants SHADOWS_SHADOWMASK SHADOWS_SCREEN SHADOWS_DEPTH SHADOWS_CUBE #include "UnityPBSLighting.cginc" #include "AutoLight.cginc" struct VertexInput { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; float4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float4 worldPos : TEXCOORD1; float4 color : TEXCOORD2; float4 indirect : TEXCOORD3; float4 direct : TEXCOORD4; float2 matcapUV : TEXCOORD5; SHADOW_COORDS(7) UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; UNITY_DECLARE_TEX2D(_MainTex); half4 _MainTex_ST; UNITY_DECLARE_TEX2D(_MatCap); float2 matcapSample(float3 viewDirection, float3 normalDirection) { half3 worldUp = float3(0,1,0); half3 worldViewUp = normalize(worldUp - viewDirection * dot(viewDirection, worldUp)); half3 worldViewRight = normalize(cross(viewDirection, worldViewUp)); half2 matcapUV = half2(dot(worldViewRight, normalDirection), dot(worldViewUp, normalDirection)) * 0.5 + 0.5; return matcapUV; } VertexOutput vert (VertexInput v) { VertexOutput o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(VertexOutput, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = UnityObjectToClipPos(v.vertex); o.worldPos = mul(unity_ObjectToWorld, v.vertex); o.uv = v.uv; half3 indirectDiffuse = ShadeSH9(float4(0, 0, 0, 1)); // We don't care about anything other than the color from GI, so only feed in 0,0,0, rather than the normal half4 lightCol = _LightColor0; //If we don't have a directional light or realtime light in the scene, we can derive light color from a slightly modified indirect color. int lightEnv = int(any(_WorldSpaceLightPos0.xyz)); if(lightEnv != 1) lightCol = indirectDiffuse.xyzz * 0.2; float4 lighting = lightCol; o.color = v.color; o.direct = lighting; o.indirect = indirectDiffuse.xyzz; 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.matcapUV = matcapSample(normalize(_WorldSpaceCameraPos - o.worldPos), UnityObjectToWorldNormal(v.normal)); //worldNorm.xy * 0.5 + 0.5; TRANSFER_SHADOW(o); return o; } float4 frag (VertexOutput i, float facing : VFACE) : SV_Target { UNITY_LIGHT_ATTENUATION(attenuation, i, i.worldPos.xyz); float4 albedo = UNITY_SAMPLE_TEX2D(_MainTex, TRANSFORM_TEX(i.uv, _MainTex)); float4 mc = UNITY_SAMPLE_TEX2D(_MatCap, i.matcapUV); half4 final = (albedo * i.color * mc) * (i.direct * attenuation + i.indirect); return float4(final.rgb, 1); } ENDCG } } Fallback "VRChat/Mobile/Diffuse" }