MatCap
MatCap (material capture) bakes an entire lighting setup into a single sphere texture, then samples it by the view-space normal. Genesis blends MatCap with the lit pipeline, masks it per region, and offers additive, multiplicative, and replace blends.
A chrome MatCap reading as polished metal from a single sphere texture, no scene lights.
When to use it
- Look-dev tools and model viewers — consistent shading regardless of scene lighting.
- Stylized props that want chrome, jade, or polished marble without setting up reflections.
- Mobile — a single texture lookup, cheaper than full PBR plus reflection probes.
- Hybrid — drive metal regions with MatCap, the rest with Lit.
Difference from reflection probes
How it works
Genesis converts the world-space normal into view space, maps (normalView.xy * 0.5 + 0.5) into 0–1 UVs, and samples the MatCap texture. The result is blended into the lit color using the chosen blend mode. An optional mask clips the effect to specific regions.
A Lit material against a MatCap-driven one on the same mesh. Drag to compare.
Properties
Usage
- Assign a MatCap sphere texture and set its Wrap Mode to Clamp to avoid edge bleed.
- Pick a Blend Mode: Multiply for chrome over albedo, Replace for stylized look-dev.
- If only part of the mesh should look like chrome, assign a mask.
- Turn up Normal Influence if you have a normal map so surface detail perturbs the lookup.
material.SetTexture("_MatCapMap", chromeSphere);
material.SetFloat("_MatCapBlendMode", 0); // Multiply
material.SetFloat("_MatCapIntensity", 0.8f);Tips & gotchas
- MatCaps must be clamped, not wrapped, or you get a visible seam at the equator.
- The sphere texture should be drawn looking down the view axis; most authoring tools export them that way already.
- MatCap ignores scene light direction and will not react to time-of-day. Use Lit if you need that.
- In single-pass stereo, wide-baseline cameras can make pre-rendered MatCaps read inconsistently between eyes.
Related
- Reflection & Refraction — world-space reflections when MatCap is not enough.
- Specular Highlights — pair with MatCap for layered metal.
- Normal Mapping — drives the MatCap normal influence.
- Rendering Modes — MatCap works on Lit and Unlit.
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