

So you must add one directional light, only one light for the whole scene, then point your directional light the same exact direction your camera is facing. Now the toon lighted shader lights your model based off of the direction of lights. And for toon cubemap, select the cubemap you just made. Then make a material with the toon lighted shader. In the texture importer properties set Generate Cubemap to 'SimpleSpheremap', you must use simpleSpheremap. Load it into unity by putting it in your assets folder. Take a matcap material image like this one You can do this in Unity via utilizing the Toon Lighted shader. Because those models are not actually lit by any light sources, or even any shaders, it's just applying that rendered sphere to the model, matching the colors based on normals.ĪNYWAYS. If that explanation doesn't make any sense, it basically means you can make models look like thisįor essentially zero rendering calc. Zbrush will then look up the normal 90x,0z,0y on the rendered image of the matcap sphere, and then apply it to the actual model. So like say, the normal on the model is facing 90x,0z,0y. Zbrush will then take that rendered sphere, and shade an actual model with it. Like those images right there are actual matcap materials that could be loaded directly into zbrush. Just a basic sphere bitmap image, no special image data or anything is kept on those spheres. You can load an image of a rendered, shaded sphere into Zbrush like these If you are not familiar with what zbrush matcap shading is, here is the simple of it.

I have a found a very easy way to make Zbrush matcap materials work in unity with pre-existing shaders.
