
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdcomponent.jsondemo.tscninspect_shader.pymatcap_gradient.gdshadermaterial.trespreview.pngtest_package.pyverification/native.json
How it works
- Shader type
- spatial
- Render modes
- unshaded
- Parameters
- matcap (sampler2D), tint (vec4 = 1, 1, 1, 1), rim_strength (float = 0.25), rim_color (vec4 = 1, 1, 1, 1), cavity_strength (float = 0.3)
- Use it on
- Optional: a square matcap image assigned to `matcap` (the bundled material uses a procedural one).
- Result
- Objects shaded like soft clay from the matcap colours, the same from every light setup.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/matcap_gradient/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
contract_staticengine_runengine_log_cleanshader_in_scenecapture_writtenrender_not_uniformshader_changes_pixels
Limits to consider
Lighting is fixed to the view, so it turns with the camera and never casts or receives shadows. The cavity term only darkens where normals change within a pixel quad, which is subtle on smooth meshes. Matcaps with a visible horizon look wrong when the camera rolls.