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Textures and Materials

Matcap (material capture) material

Matcap is a material with a single texture, including complete lighting and reflections, that doesn’t calculate those properties in the runtime. Using Matcap can save significant performance resources, while achieving similar results to a PBR material when the lighting is static.

Quick start

You can add a Matcap material by clicking + Add asset > Material > Matcap.

For demonstration, we will simply add a build-in cube mesh and apply the Matcap material to the cube.

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Related properties

The following adjustable material properties will appear on the Inspector panel when Matcap is selected:

Base Property

  • MatCap: the matcap texture that is used for obtaining the necessary lighting information
  • Base Color: the surface color of the material

Normal Map

By turning on the optional Normal Map property, Matcap will use the texture selected under it as the surface normal of the material instead of the mesh normal attribute, to calculate the final surface color.

UV Control

UV Control changes how textures are sampled in Matcap. Using UV Control, you may adjust the Tiling, Offset and Rotation of textures.

Render State 0

Depth Test: If depth test should be performed and compared in the depth buffer.

Depth Function: How should the depth testing be performed.

  • Never: The depth test never passes, and the object will never be rendered.
  • Less: Draw the part of the object when it is in front of the existing objects. And hide the parts that are behind the existing objects.
  • Equal: Draw the part of the object that is at the same depth as the existing objects, and hide the parts that are in front or behind the existing objects.
  • LessEqual: Draw the part of the object that is in front or at the same depth as the existing objects, and hide the parts that are behind the existing objects.
  • Greater: Draw the part of the object that is behind the existing objects, and hide the parts that are in front of the existing objects.
  • NotEqual: Draw the part of the object that is not at the same depth as the existing objects.
  • GreaterEqual: Draw the part of the object that is behind or at the same depth as the existing objects, and hide the parts that are in front of the existing objects.
  • Always: The depth test always passes, always render the object with the material.

Depth Write: Control if the geometry depth are written to the depth buffer. Turn it off if you are rendering objects that are transparent.

Color Mask: Select the RGB and alpha channels which will be prevented from writing to channels in the render target.

Cull Mode: Polygon has front and back sides. If you choose Back, it means don’t render polygons that face away from the viewer. Front mode means rendering polygons inside faces. Front and Back mode will disable render either sides so the object will disappear. None mode will make both inside and outside faces renderer.

Blend Mode: Please refer to our Blend Mode guide.