A Matcap, short for Material Capture, is a technique for baking lighting and color data into a texture, and applying it in view space based on the surface normal vector at runtime. You can use matcaps to efficiently fake many points of light on an object.
Parameters
Matcap Properties
- Matcap Texture - Matcap texture which encodes color and lighting information for the object.
- Matcap Color - Color to use for the matcap.
- Normal Texture - Offsets the surface normal vectors to change the UVs used for sampling the matcap.
- Normal Strength - Controls the strength of the offsets produced by the normal texture.
- Fresnel Color - A color to use for the Fresnel highlights.
- Fresnel Power - Power to use for the Fresnel highlights. Higher values mean thinner highlights around the edges.
- Vector Space - Determines whether to apply the matcap texture in view space (as is usual) or world space.