加个sobel
主要部分
//matcap
float3 nDirVS = normalize(mul(UNITY_MATRIX_V, normalDirWS));
float2 matcapUV = nDirVS.rg*0.5 + 0.5;
half4 matCol = SAMPLE_TEXTURE2D(_MatMap, sampler_MatMap, matcapUV);
//cubemap refWS是世界空间的reflect(-viewDirWS,normalDirWS)
half4 cubeMapCol = SAMPLE_TEXTURECUBE_LOD(_CubeMap,sampler_CubeMap,IN.refWS,_LOD)*_CubeMapColor;