Huge library of matcap PNG textures organized by color
Alternatives To Matcaps
Project NameStarsDownloadsRepos Using ThisPackages Using ThisMost Recent CommitTotal ReleasesLatest ReleaseOpen IssuesLicenseLanguage
2 days ago3JavaScript
Huge library of matcap PNG textures organized by color
Klakspout58323 months ago6August 02, 202112unlicenseC++
Spout plugin for Unity
Three Projected Material49249 months ago15February 27, 20231mitJavaScript
📽 Three.js Material which lets you do Texture Projection on a 3d Model
Globe40313 years ago4November 03, 20207gpl-3.0Rust
ASCII globe generator
7 years ago6mitC#
A Pixel Perfect Camera for 2D Games in Unity.
a year ago5mitJavaScript
FaceMeshFaceGeometry for FaceMesh
Gqn Datasets255
3 years ago7apache-2.0Python
Datasets used to train Generative Query Networks (GQNs) in the ‘Neural Scene Representation and Rendering’ paper.
6 months ago1mitC#
Generate preview textures (thumbnails) for your GameObject's or materials on the fly in Unity
3 years ago7otherC++
DXR based raytraced hard shadow for Unity
6 years ago3apache-2.0Swift
A simple app that grabs raw camera data, converts to textures and renders on screen with Metal.
Alternatives To Matcaps
Select To Compare

Alternative Project Comparisons


A huge library of MatCap textures in PNG and ZMT.

Dynamic Gallery View at

TLDR; Scroll to bottom of page to explore textures, or access the dynamic gallery created by Lionel Radisson at

What is MatCap?

In 3D computer graphics, the appearance of an 3D object depends on several things:

MatCap (Material Capture, also known as LitSphere) are complete materials, including lighting and reflections, so you can add it to an object and not have any need for, well, lighting and reflections. MatCaps allows you to create a surface material and lighting environment simply by painting an object so that it looks like how you want your surface to appear. This opens up all sorts of interesting possibilities for non-photoreal image rendering.

The key to using a MatCap texture is that is is mapped to the object’s normals (which exist in relation to the camera) defining a color for every vertex normal direction relative to the camera, and your material is set to shadeless (because you don’t need lights to have any influence, as they are a part of the MatCap texture). So as the camera moves around the object, the reflections and highlights move around your object (as if the object were moving and not the camera). In other words, if your object were a sphere, no matter how you looked at it, it would look like the matcap sphere (reflections always in the same place, e.g.). But as your object takes non-spherical shapes, thus changing the normals, the material responds as if it were made of the complex material.

MatCap is most commonly used for sculpting, as it gives quick and useful feedback on how an objects shape is changing. It also works with rendering, to an extent (good when you need to do a quick show-off-your-model render and don’t have time to set up any complex lights or materials). It's very cheap, and looks great when the camera doesn't rotate.

Applying MatCaps

The MatCap technique, besides being extremely computationally fast, is a very simple algorithm to implement. Below is a list of some implementations for the most popular tools and frameworks.


All textures available in this repository are delivered in 24-bit PNG format (8 bits per channel - without alpha channel) with sRGB colorspace (IEC 61966-2-1:1999). Converting images to sRGB uses the ICC sRGB v2 profiles (sRGB2014.icc). Images do not have embedded ICC profiles, all are removed during automated processing.


You can download each individual artifact from the detail page (see image below), or if you prefer, you can download the full package (grouped by image resolution) from the releases page.


The MatCaps made available in this repository were obtained from various websites and web pages, in particular from the links below and the referenced pages.

Due to the amount of existing material and the naming standard used here (Filename = main colors) it was not possible to maintain the relationship for the original authors of the file. I recommend that after identifying the original image, seek out the original author to give him credit for the work done and for sharing such texture.

Page 1

Page 2

Page 3

Page 4

Page 5

Page 6

Page 7

Page 8

Page 9

Page 10

Page 11

Page 12

Page 13

Page 14

Page 15

Page 16

Page 17

Page 18

Page 19

Page 20

Page 21

Page 22

Page 23

Page 24

Page 25

Page 26

Page 27

Page 28

Page 29

Page 30

Page 31

Page 32

Page 33

Popular Texture Projects
Popular Camera Projects
Popular Graphics Categories
Related Searches

Get A Weekly Email With Trending Projects For These Categories
No Spam. Unsubscribe easily at any time.