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.
  
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==C#==
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<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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</csharp>
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==ShaderLab - BarycentricWireframeUv1.shader==
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<shaderlab>
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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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</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

  1. pragma vertex vert
  2. pragma fragment frag
  3. 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>

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