BarycentricWireframeUv1
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(Difference between revisions)
m (Added syntax highlighting tags) |
(language edit, I know glsl is not shaderlab, but still...) |
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− | The following shader assumes that you have mesh. | + | The following shader assumes that you have mesh.uv set to barycentric uvs. You can set the line width, line color, and grid color. |
==C#== | ==C#== | ||
− | <csharp> | + | <syntaxhighlight lang="csharp"> |
public Vector2[] GetBarycentricFixed() | public Vector2[] GetBarycentricFixed() | ||
{ | { | ||
Line 20: | Line 20: | ||
return uvs; | return uvs; | ||
} | } | ||
− | </ | + | </syntaxhighlight> |
==ShaderLab - BarycentricWireframeUv1.shader== | ==ShaderLab - BarycentricWireframeUv1.shader== | ||
− | < | + | <syntaxhighlight lang="glsl"> |
Shader "BarycentricWireframeUv1" { | Shader "BarycentricWireframeUv1" { | ||
Properties { | Properties { | ||
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Fallback "Vertex Colored", 1 | Fallback "Vertex Colored", 1 | ||
} | } | ||
− | </ | + | </syntaxhighlight> |
Latest revision as of 17:51, 20 March 2015
The following shader assumes that you have mesh.uv set to barycentric uvs. You can set the line width, line color, and grid color.
[edit] C#
public Vector2[] GetBarycentricFixed() { Vector2[] uvs = new Vector2[4]; const int topLeft = 0; const int topRight = 1; const int bottomLeft = 2; const int bottomRight = 3; uvs[topLeft] = new Vector2(0,0); uvs[topRight] = new Vector2(1,0); uvs[bottomLeft] = new Vector2(0,1); uvs[bottomRight] = new Vector2(1,1); return uvs; }
[edit] ShaderLab - BarycentricWireframeUv1.shader
Shader "BarycentricWireframeUv1" { Properties { _LineColor ("Line Color", Color) = (1,1,1,1) _GridColor ("Grid Color", Color) = (0,0,0,0) _LineWidth ("Line Width", float) = 0.1 } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform float4 _LineColor; uniform float4 _GridColor; uniform float _LineWidth; // vertex input: position, uv1, uv2 struct appdata { float4 vertex : POSITION; float4 texcoord1 : TEXCOORD1; float4 color : COLOR; }; struct v2f { float4 pos : POSITION; float4 texcoord1 : TEXCOORD1; float4 color : COLOR; }; v2f vert (appdata v) { v2f o; o.pos = mul( glstate.matrix.mvp, v.vertex); o.texcoord1 = v.texcoord1; o.color = v.color; return o; } float4 frag(v2f i ) : COLOR { if (i.texcoord1.x < _LineWidth || i.texcoord1.y < _LineWidth) { return _LineColor; } if ((i.texcoord1.x - i.texcoord1.y) < _LineWidth && (i.texcoord1.y - i.texcoord1.x) < _LineWidth) { return _LineColor; } else { return _GridColor; } } ENDCG } } Fallback "Vertex Colored", 1 }