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 19:27, 19 October 2009
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>