> For the complete documentation index, see [llms.txt](https://bnpr.gitbook.io/bnpr/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://bnpr.gitbook.io/bnpr/shaders/basic-matcap.md).

# Basic Matcap

This is the most basic matcap projection. Its a representation of normals relative to the camera. For a Sphere the matcap projection is basically just screen space that tracks with the object (can be useful in other contexts too).

![](/files/-MlP0u9e_67_wSmrzVrL)

If you want to use an image texture as your matcap, you first need to remap from (-1 : 1) to (0 : 1) like this.

![](/files/-MlP11ZfYez9IRMTqwc3)

On a sphere, the texture will look undistorted you can make a bad Fresnel effect with matcap mapping.

![](/files/-MlP1EZQkN6IpXzihF1X)

Or you can create crispy procedural matcaps to make for example NPR metal shaders or like in this case create a "mask" to mix in lighting, color and stepped gradient effects.

![](/files/-MlP1OJsL5x2EYaOeRHr)
