Hey guys,
I’m using this shader as material for some characters in a game I’m working on. It works great but there is an issue when I deploy the game to iOS, it seems it loses the objects scale information in the matcap lookup and gets a bit screwed up… it’s working perfectly on the editor. If I multiply the matcap lookup coords (vn * 0.5 + 0.5) for the objects scale the result is correct in iOS.
I’ve searched in the forums but I can’t find other people with the same problem. Has any one run into this? Could this be an issue with the iOS rendering code or am I just doing something stupid?
Shader “MatCap”
{
Properties
{
_MainTex (“Diffuse (RGB)”, 2D) = “white” {}
_BumpMap (“Bumpmap (RGB)”, 2D) = “bump” {}
_MatCap (“MatCap (RGB)”, 2D) = “white” {}
}
Subshader
{
Tags { “RenderType”=“Opaque” }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include “UnityCG.cginc”
uniform float4 _Color;
uniform sampler2D _BumpMap;
uniform sampler2D _MatCap;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
float3 TtoV0 : TEXCOORD1;
float3 TtoV1 : TEXCOORD2;
};
v2f vert (appdata_tan v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
TANGENT_SPACE_ROTATION;
o.TtoV0 = mul(rotation, UNITY_MATRIX_IT_MV[0].xyz);
o.TtoV1 = mul(rotation, UNITY_MATRIX_IT_MV[1].xyz);
return o;
}
float4 frag (v2f i) : COLOR
{
float3 normal = tex2D(_BumpMap, i.uv).xyz * 2.0 - 1.0;
normal = normalize(normal);
half2 vn;
vn.x = dot(i.TtoV0, normal);
vn.y = dot(i.TtoV1, normal);
float4 color = tex2D(_MainTex, i.uv) * tex2D(_MatCap, vn * 0.5 + 0.5) * 1.5;
color.a = 1;
return color;
}
ENDCG
}
}
}