Basic MatCap shader, tangent normals transformed to view, used as
texture coordinates. However this approach has a problem:
When something is near the edge of the screen it is possible to see
parts of the mesh where the normal is perpendicular (or less) to the
camera vector.
I was wondering if there is a reasonably cheap fix for this.
You could try this:
Instead of using the cam dir vector, create a new vector using the cam position + vertex position
that should attenuate a lot that stretch.
yea, we did that trick on Epic Mickey because we converted our lighting to Spherical Harmonics and applied it as a spherical environment map. Works well!