Matcap + NormalMap
Shader code
shader_type spatial;
render_mode unshaded;
uniform sampler2D matcap: hint_albedo;
uniform sampler2D normal_map: hint_normal;
void fragment(){
vec4 normal = (texture(normal_map, UV) * 2.0 - 1.0);
vec3 normalV = mat3(TANGENT, BINORMAL, NORMAL) * normal.xyz;
vec2 uv = normalV.xy * vec2(0.49, -0.49) + 0.5;
ALBEDO = texture(matcap, uv).rgb;
}