By selecting the ProceduralMatcap.sbsar root object you can create material instances. This way you can have a variety of different looking materials.
Simply assign the Matcap shader to your mesh’s material and assign one of the Substance texture outputs you created this way.
The shaders can be customized through the use of Shader Forge, but of course these textures will work with any other matcap shader. I highly recommend Jean Moreno’s “Free MatCap Shaders“.
Note: Unfortunately, you can’t assign the shader directly to a Substance material, it doesn’t work most of the times and can actually crash your editor. This is a limitation of the Substance integration in Unity.
Any of the parameters can be modified at runtime through the use of the Substance API
You can find the names of the parameters (much like shader keywords) by hovering over any parameters.
|Ramped shading||Toon shading effect|
|Use single color||If selected, uses only the primary color, whereas the secondary color is determined by the “Secondary color brightness” value|
|Secondary color brightness||When using single color, this determines the secondary color brightness|
|Secondary Color||Secondary color|
|Direction (X, Y)||Primary light direction vector|
|Indirect amount||Indirect light strength, comparable to ambient light|
|Specular size||Size of the specular reflection|
|Enable Halftone||Toggles the effect|
|Resolution||Distance of the halftone noise|
|Size||Circular size of the effect, similar to specular|
|Softness||Blurs out the effect|