BarycentricWireframeUv1

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