Shader "Custom/DynamicMatcap"
{
Properties
{
_MainTex ("Material Texture", 2D) = "white" {}
_Border ("Border", Range(0.1, 0.5)) = 0.43
_MatcapLightDir ("Texture Light Direction", Vector) = (0,-1,0)
_ShadowIntensity ("Shadow intensity", Range(0.0, 1.0)) = 0.5
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap novertexlight
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD1;
float2 cap: TEXCOORD2;
float3 normal : TEXCOORD3;
SHADOW_COORDS(0) //Put shadow data into TEXCOORD0
};
sampler2D _MainTex;
float4 _MainTex_ST;
half _Border;
float4 _MatcapLightDir;
half _ShadowIntensity;
float3x3 light_matrix(float3 v)
{
v.x = -v.x;
float r = sqrt(v.x*v.x + v.y*v.y + v.z*v.z);
float phi = atan2(v.z, v.x);
float theta = atan2(v.y, sqrt(v.x*v.x + v.z*v.z));
float3 i = float3(sin(phi), cos(phi)*cos(theta), cos(phi)*sin(theta) );
float3 j = float3(0.0, sin(theta), -cos(theta) );
float3 k = float3(-cos(phi), sin(phi)*cos(theta), sin(phi)*sin(theta) );
return float3x3(i,j,k);
}
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
float3 lightDir = (_WorldSpaceLightPos0.w == 0) ? _WorldSpaceLightPos0.xyz : normalize(mul((float3x3)UNITY_MATRIX_M, v.vertex) - _WorldSpaceLightPos0.xyz);
float3x3 lightMatrix = light_matrix(lightDir);
// float3 w_normal = normalize(mul((float3x3)UNITY_MATRIX_M, v.normal));
float3 w_normal = UnityObjectToWorldNormal(v.normal);
// w_normal = mul(lightMatrix, w_normal); //Offset the normal by the light direction
w_normal = normalize(mul((float3x3)unity_WorldToShadow[0], w_normal));
w_normal.y = -w_normal.y;
o.cap = (w_normal * _Border + 0.5f).xy;
o.normal = w_normal;
TRANSFER_SHADOW(o)
// TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float4 col = tex2D(_MainTex, i.cap);
// float4 col = float4(i.normal, 1.0);
float attenuation = min(SHADOW_ATTENUATION(i) + (1.0 - _ShadowIntensity), 1.0);
return col * attenuation;
}
ENDCG
}
// UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
Pass
{
Tags {"LightMode"="ShadowCaster"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
};
v2f vert(appdata_base v)
{
v2f o;
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
float4 frag(v2f i) : SV_Target
{
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
}