BarycentricWireframeUv1

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The following shader assumes that you have mesh.uv1 set to barycentric uvs. You can set the line width, line color, and grid color.
 
  
==C#==
 
<csharp>
 
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;
 
}
 
</csharp>
 
 
==ShaderLab - BarycentricWireframeUv1.shader==
 
<shaderlab>
 
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
 
}
 
</shaderlab>
 

Revision as of 18:04, 19 October 2009

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