leegoonz - Evernote-Matcap Shader for Unity

ShaderLab - MatCap.shader For Unity3D.
Shader "MatCap Bumped" {
Properties {
_Color ("Main Color", Color) = (0.5,0.5,0.5,1)
_BumpMap ("Bumpmap (RGB)", 2D) = "bump" {}
_MatCap ("MatCap (RGB)", 2D) = "white" {}
}

Subshader {
Tags { "RenderType"="Opaque" }
Fog { Color [_AddFog] }

Pass {
Name "BASE"
Tags { "LightMode" = "Always" }

CGPROGRAM
#pragma exclude_renderers xbox360
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"

struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 TtoV0 : TEXCOORD1;
float3 TtoV1 : TEXCOORD2;
};

uniform float4 _BumpMap_ST;

v2f vert (appdata_tan v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_BumpMap);

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;
}

uniform float4 _Color;
uniform sampler2D _BumpMap;
uniform sampler2D _MatCap;

float4 frag (v2f i) : COLOR
{
float3 normal = UnpackNormal(tex2D(_BumpMap, i.uv));
// normal = normalize(normal);

half2 vn;
vn.x = dot(i.TtoV0, normal);
vn.y = dot(i.TtoV1, normal);

float4 matcapLookup = tex2D(_MatCap, vn*0.5 + 0.5);

matcapLookup.a = 1;

return _Color*matcapLookup*2;
}
ENDCG
}
}
}

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