BarycentricWireframeUv1
Tgraupmann (Talk | contribs) (New page: The following shader assumes that you have mesh.uv1 set to barycentric uvs. You can set the line width, line color, and grid color. <pre> public Vector2[] GetBarycentricFixed() { Vect...) |
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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. | 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() | public Vector2[] GetBarycentricFixed() | ||
{ | { | ||
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return uvs; | return uvs; | ||
} | } | ||
− | </ | + | </csharp> |
− | < | + | ==ShaderLab - BarycentricWireframeUv1.shader== |
+ | <shaderlab> | ||
Shader "BarycentricWireframeUv1" { | Shader "BarycentricWireframeUv1" { | ||
Properties { | Properties { | ||
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Fallback "Vertex Colored", 1 | Fallback "Vertex Colored", 1 | ||
} | } | ||
− | </ | + | </shaderlab> |
Revision as of 09:49, 9 February 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>