VectorLine
(→VectorLine.js) |
(→VectorLines.cs: Updated class name to match file name, since that's a required correlation for Unity scripts.) |
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(6 intermediate revisions by 3 users not shown) | |||
Line 10: | Line 10: | ||
Put this script on a camera. The public variables control the number of points in the line, its color, its thickness, and whether the line should be drawn or not (because disabling the script doesn't stop the OnPostRender function from running). The linePoints array is an array of Vector2s in normalized viewport coordinates (i.e. (0, 0) is the lower-left corner of the screen and (1,1) is the upper-right). Currently only one contiguous line is supported, but it would be easy enough to modify it to use an array of Vector2s in order to draw multiple separate lines, if so inclined. A sample routine, which results in the image above: | Put this script on a camera. The public variables control the number of points in the line, its color, its thickness, and whether the line should be drawn or not (because disabling the script doesn't stop the OnPostRender function from running). The linePoints array is an array of Vector2s in normalized viewport coordinates (i.e. (0, 0) is the lower-left corner of the screen and (1,1) is the upper-right). Currently only one contiguous line is supported, but it would be easy enough to modify it to use an array of Vector2s in order to draw multiple separate lines, if so inclined. A sample routine, which results in the image above: | ||
− | <javascript>private var origPoints : Vector2[]; | + | <syntaxhighlight lang="javascript">private var origPoints : Vector2[]; |
function Start () { | function Start () { | ||
Line 32: | Line 32: | ||
linePoints[i] = (origPoints[i]-Vector2(.5, .5))*(Mathf.Sin(Time.time*t)+Mathf.PI*m)+Vector2(.5, .5); | linePoints[i] = (origPoints[i]-Vector2(.5, .5))*(Mathf.Sin(Time.time*t)+Mathf.PI*m)+Vector2(.5, .5); | ||
} | } | ||
− | }</ | + | }</syntaxhighlight> |
This should be in the same script with the VectorLine code, below. | This should be in the same script with the VectorLine code, below. | ||
== VectorLine.js == | == VectorLine.js == | ||
− | <javascript>var numberOfPoints = 31; | + | <syntaxhighlight lang="javascript">var numberOfPoints = 31; |
var lineColor = Color.white; | var lineColor = Color.white; | ||
var lineWidth = 3; | var lineWidth = 3; | ||
Line 43: | Line 43: | ||
private var lineMaterial : Material; | private var lineMaterial : Material; | ||
private var linePoints : Vector2[]; | private var linePoints : Vector2[]; | ||
+ | private var cam : Camera; | ||
function Awake () { | function Awake () { | ||
lineMaterial = new Material( "Shader \"Lines/Colored Blended\" {" + | lineMaterial = new Material( "Shader \"Lines/Colored Blended\" {" + | ||
"SubShader { Pass {" + | "SubShader { Pass {" + | ||
− | " BindChannels { Bind \"Color\",color }" + | + | " BindChannels { Bind \"Color\",color }" + |
− | " Blend SrcAlpha OneMinusSrcAlpha" + | + | " Blend SrcAlpha OneMinusSrcAlpha" + |
− | " ZWrite Off Cull Off Fog { Mode Off }" + | + | " ZWrite Off Cull Off Fog { Mode Off }" + |
"} } }"); | "} } }"); | ||
lineMaterial.hideFlags = HideFlags.HideAndDontSave; | lineMaterial.hideFlags = HideFlags.HideAndDontSave; | ||
lineMaterial.shader.hideFlags = HideFlags.HideAndDontSave; | lineMaterial.shader.hideFlags = HideFlags.HideAndDontSave; | ||
+ | cam = camera; | ||
} | } | ||
Line 58: | Line 60: | ||
if (!drawLines || !linePoints || linePoints.Length < 2) {return;} | if (!drawLines || !linePoints || linePoints.Length < 2) {return;} | ||
− | + | var nearClip = cam.nearClipPlane + .00001; // Add a bit, else there's flickering when the camera moves | |
− | var nearClip = cam.nearClipPlane+. | + | var end = linePoints.Length - 1; |
− | + | var thisWidth = 1.0/Screen.width * lineWidth * .5; | |
− | var end = linePoints.Length-1; | + | |
− | var | + | |
lineMaterial.SetPass(0); | lineMaterial.SetPass(0); | ||
− | |||
GL.Color(lineColor); | GL.Color(lineColor); | ||
− | + | ||
− | for (i = 0; i < end; i++) { | + | if (lineWidth == 1) { |
− | + | GL.Begin(GL.LINES); | |
− | + | for (i = 0; i < end; i++) { | |
− | + | GL.Vertex(cam.ViewportToWorldPoint(Vector3(linePoints[i].x, linePoints[i].y, nearClip))); | |
− | GL. | + | GL.Vertex(cam.ViewportToWorldPoint(Vector3(linePoints[i+1].x, linePoints[i+1].y, nearClip))); |
− | + | } | |
− | + | } | |
− | + | else { | |
− | var perpendicular = Vector3. | + | GL.Begin(GL.QUADS); |
− | var | + | for (i = 0; i < end; i++) { |
− | + | var perpendicular = (Vector3(linePoints[i+1].y, linePoints[i].x, nearClip) - | |
− | + | Vector3(linePoints[i].y, linePoints[i+1].x, nearClip)).normalized * thisWidth; | |
− | + | var v1 = Vector3(linePoints[i].x, linePoints[i].y, nearClip); | |
− | + | var v2 = Vector3(linePoints[i+1].x, linePoints[i+1].y, nearClip); | |
− | + | GL.Vertex(cam.ViewportToWorldPoint(v1 - perpendicular)); | |
− | + | GL.Vertex(cam.ViewportToWorldPoint(v1 + perpendicular)); | |
+ | GL.Vertex(cam.ViewportToWorldPoint(v2 + perpendicular)); | ||
+ | GL.Vertex(cam.ViewportToWorldPoint(v2 - perpendicular)); | ||
} | } | ||
} | } | ||
Line 93: | Line 94: | ||
} | } | ||
− | @script RequireComponent(Camera)</ | + | @script RequireComponent(Camera)</syntaxhighlight> |
− | + | ==VectorLine.cs== | |
− | + | <syntaxhighlight lang="csharp"> | |
− | < | + | using UnityEngine; |
− | + | using System.Collections; | |
− | < | + | |
− | + | [RequireComponent(typeof (Camera))] | |
− | + | public class VectorLine : MonoBehaviour | |
+ | { | ||
+ | public int numberOfPoints = 2; | ||
+ | public Color lineColor = Color.red; | ||
+ | public int lineWidth = 3; | ||
+ | public bool drawLines = true; | ||
+ | |||
+ | private Material lineMaterial; | ||
+ | private Vector2[] linePoints; | ||
+ | private Camera cam; | ||
+ | |||
+ | void Awake() | ||
+ | { | ||
+ | lineMaterial = new Material( "Shader \"Lines/Colored Blended\" {" + | ||
+ | "SubShader { Pass {" + | ||
+ | " BindChannels { Bind \"Color\",color }" + | ||
+ | " Blend SrcAlpha OneMinusSrcAlpha" + | ||
+ | " ZWrite Off Cull Off Fog { Mode Off }" + | ||
+ | "} } }"); | ||
+ | lineMaterial.hideFlags = HideFlags.HideAndDontSave; | ||
+ | lineMaterial.shader.hideFlags = HideFlags.HideAndDontSave; | ||
+ | cam = camera; | ||
+ | } | ||
+ | |||
+ | // Creates a simple two point line | ||
+ | void Start() | ||
+ | { | ||
+ | linePoints = new Vector2[2]; | ||
+ | } | ||
+ | |||
+ | // Sets line endpoints to center of screen and mouse position | ||
+ | void Update() | ||
+ | { | ||
+ | linePoints[0] = new Vector2(0.5f, 0.5f); | ||
+ | linePoints[1] = new Vector2(Input.mousePosition.x/Screen.width, Input.mousePosition.y/Screen.height); | ||
+ | } | ||
+ | |||
+ | void OnPostRender() | ||
+ | { | ||
+ | if (!drawLines || linePoints == null || linePoints.Length < 2) | ||
+ | return; | ||
+ | |||
+ | float nearClip = cam.nearClipPlane + 0.00001f; | ||
+ | int end = linePoints.Length - 1; | ||
+ | float thisWidth = 1f/Screen.width * lineWidth * 0.5f; | ||
+ | |||
+ | lineMaterial.SetPass(0); | ||
+ | GL.Color(lineColor); | ||
+ | |||
+ | if (lineWidth == 1) | ||
+ | { | ||
+ | GL.Begin(GL.LINES); | ||
+ | for (int i = 0; i < end; ++i) | ||
+ | { | ||
+ | GL.Vertex(cam.ViewportToWorldPoint(new Vector3(linePoints[i].x, linePoints[i].y, nearClip))); | ||
+ | GL.Vertex(cam.ViewportToWorldPoint(new Vector3(linePoints[i+1].x, linePoints[i+1].y, nearClip))); | ||
+ | } | ||
+ | } | ||
+ | else | ||
+ | { | ||
+ | GL.Begin(GL.QUADS); | ||
+ | for (int i = 0; i < end; ++i) | ||
+ | { | ||
+ | Vector3 perpendicular = (new Vector3(linePoints[i+1].y, linePoints[i].x, nearClip) - | ||
+ | new Vector3(linePoints[i].y, linePoints[i+1].x, nearClip)).normalized * thisWidth; | ||
+ | Vector3 v1 = new Vector3(linePoints[i].x, linePoints[i].y, nearClip); | ||
+ | Vector3 v2 = new Vector3(linePoints[i+1].x, linePoints[i+1].y, nearClip); | ||
+ | GL.Vertex(cam.ViewportToWorldPoint(v1 - perpendicular)); | ||
+ | GL.Vertex(cam.ViewportToWorldPoint(v1 + perpendicular)); | ||
+ | GL.Vertex(cam.ViewportToWorldPoint(v2 + perpendicular)); | ||
+ | GL.Vertex(cam.ViewportToWorldPoint(v2 - perpendicular)); | ||
+ | } | ||
+ | } | ||
+ | GL.End(); | ||
+ | } | ||
+ | |||
+ | void OnApplicationQuit() | ||
+ | { | ||
+ | DestroyImmediate(lineMaterial); | ||
+ | } | ||
+ | }</syntaxhighlight> | ||
+ | |||
+ | ==VectorLines.cs== | ||
+ | The following is a version of the C# script that handles multiple lines at once, updated via UpdateLines() each frame. | ||
+ | <syntaxhighlight lang="csharp"> | ||
+ | using UnityEngine; | ||
+ | using System.Collections; | ||
+ | using System.Collections.Generic; | ||
+ | |||
+ | [RequireComponent(typeof (Camera))] | ||
+ | public class VectorLines : MonoBehaviour | ||
+ | { | ||
+ | // Lists of properties for each line | ||
+ | public Color lineColor; | ||
+ | public int lineWidth; | ||
+ | public bool drawLines = true; | ||
+ | |||
+ | // Material and camera | ||
+ | private Material lineMaterial; | ||
+ | private Camera cam; | ||
+ | |||
+ | // List of lines (each a list of vertices) and getter/setter | ||
+ | private List<List<Vector2>> linePoints; | ||
+ | |||
+ | void Awake() | ||
+ | { | ||
+ | lineMaterial = new Material( "Shader \"Lines/Colored Blended\" {" + | ||
+ | "SubShader { Pass {" + | ||
+ | " BindChannels { Bind \"Color\",color }" + | ||
+ | " Blend SrcAlpha OneMinusSrcAlpha" + | ||
+ | " ZWrite Off Cull Off Fog { Mode Off }" + | ||
+ | "} } }"); | ||
+ | lineMaterial.hideFlags = HideFlags.HideAndDontSave; | ||
+ | lineMaterial.shader.hideFlags = HideFlags.HideAndDontSave; | ||
+ | cam = camera; | ||
+ | } | ||
+ | |||
+ | public void InitializeLines(List<List<Vector2>> newPointsList) | ||
+ | { | ||
+ | // Creates new list of points | ||
+ | linePoints = new List<List<Vector2>>(); | ||
+ | for (int i = 0; i < newPointsList.Count; ++i) | ||
+ | { | ||
+ | List<Vector2> newList = new List<Vector2>(); | ||
+ | for (int j = 0; j < newPointsList[i].Count; ++j) | ||
+ | { | ||
+ | newList.Add(newPointsList[i][j]); | ||
+ | } | ||
+ | linePoints.Add(newList); | ||
+ | } | ||
+ | } | ||
+ | |||
+ | public void UpdateLines(List<List<Vector2>> updatedPoints) | ||
+ | { | ||
+ | // Sets all points of list to update list of points | ||
+ | for (int i = 0; i < linePoints.Count; ++i) | ||
+ | for (int j = 0; j < linePoints[i].Count; ++j) | ||
+ | linePoints[i][j] = updatedPoints[i][j]; | ||
+ | } | ||
+ | |||
+ | void OnPostRender() | ||
+ | { | ||
+ | // Cycles through each separate line | ||
+ | for (int i = 0; i < linePoints.Count; ++i) | ||
+ | { | ||
+ | if (!drawLines || linePoints == null || linePoints[i].Count < 2) | ||
+ | return; | ||
+ | |||
+ | float nearClip = cam.nearClipPlane + 0.00001f; | ||
+ | int end = linePoints[i].Count - 1; | ||
+ | float thisWidth = 1f/Screen.width * lineWidth * 0.5f; | ||
+ | |||
+ | lineMaterial.SetPass(0); | ||
+ | GL.Color(lineColor); | ||
+ | |||
+ | if (lineWidth == 1) | ||
+ | { | ||
+ | GL.Begin(GL.LINES); | ||
+ | for (int j = 0; j < end; ++j) | ||
+ | { | ||
+ | GL.Vertex(cam.ViewportToWorldPoint(new Vector3(linePoints[i][j].x, linePoints[i][j].y, nearClip))); | ||
+ | GL.Vertex(cam.ViewportToWorldPoint(new Vector3(linePoints[i][j+1].x, linePoints[i][j+1].y, nearClip))); | ||
+ | } | ||
+ | } | ||
+ | else | ||
+ | { | ||
+ | GL.Begin(GL.QUADS); | ||
+ | for (int j = 0; j < end; ++j) | ||
+ | { | ||
+ | Vector3 perpendicular = (new Vector3(linePoints[i][j+1].y, linePoints[i][j].x, nearClip) - | ||
+ | new Vector3(linePoints[i][j].y, linePoints[i][j+1].x, nearClip)).normalized * thisWidth; | ||
+ | Vector3 v1 = new Vector3(linePoints[i][j].x, linePoints[i][j].y, nearClip); | ||
+ | Vector3 v2 = new Vector3(linePoints[i][j+1].x, linePoints[i][j+1].y, nearClip); | ||
+ | GL.Vertex(cam.ViewportToWorldPoint(v1 - perpendicular)); | ||
+ | GL.Vertex(cam.ViewportToWorldPoint(v1 + perpendicular)); | ||
+ | GL.Vertex(cam.ViewportToWorldPoint(v2 + perpendicular)); | ||
+ | GL.Vertex(cam.ViewportToWorldPoint(v2 - perpendicular)); | ||
+ | } | ||
+ | } | ||
+ | GL.End(); | ||
+ | } | ||
+ | } | ||
+ | |||
+ | void OnApplicationQuit() | ||
+ | { | ||
+ | DestroyImmediate(lineMaterial); | ||
+ | } | ||
+ | } |
Latest revision as of 04:07, 2 June 2014
Author: Eric Haines (Eric5h5)
Contents |
[edit] Description
Draws a vector line on the screen based on normalized viewport coordinates. The line can have an arbitrary width, color, and number of segments, and is defined by an array of Vector2s. Requires Unity Pro, since it uses the GL class.
[edit] Usage
Put this script on a camera. The public variables control the number of points in the line, its color, its thickness, and whether the line should be drawn or not (because disabling the script doesn't stop the OnPostRender function from running). The linePoints array is an array of Vector2s in normalized viewport coordinates (i.e. (0, 0) is the lower-left corner of the screen and (1,1) is the upper-right). Currently only one contiguous line is supported, but it would be easy enough to modify it to use an array of Vector2s in order to draw multiple separate lines, if so inclined. A sample routine, which results in the image above:
private var origPoints : Vector2[]; function Start () { linePoints = new Vector2[numberOfPoints]; origPoints = new Vector2[numberOfPoints]; // Plot points on a circle var radians : float = 360.0/(numberOfPoints-1)*Mathf.Deg2Rad; var p = 0.0; for (i = 0; i < numberOfPoints; i++) { linePoints[i] = Vector2(.5 + .25*Mathf.Cos(p), .5 + .25*Mathf.Sin(p)); origPoints[i] = linePoints[i]; p += radians; } } function Update () { for (i = 0; i < linePoints.Length; i++) { if (i%2 == 0) {var m = .4; var t = 1.0;} else {m = .5; t = .5;} linePoints[i] = (origPoints[i]-Vector2(.5, .5))*(Mathf.Sin(Time.time*t)+Mathf.PI*m)+Vector2(.5, .5); } }
This should be in the same script with the VectorLine code, below.
[edit] VectorLine.js
var numberOfPoints = 31; var lineColor = Color.white; var lineWidth = 3; var drawLines = true; private var lineMaterial : Material; private var linePoints : Vector2[]; private var cam : Camera; function Awake () { lineMaterial = new Material( "Shader \"Lines/Colored Blended\" {" + "SubShader { Pass {" + " BindChannels { Bind \"Color\",color }" + " Blend SrcAlpha OneMinusSrcAlpha" + " ZWrite Off Cull Off Fog { Mode Off }" + "} } }"); lineMaterial.hideFlags = HideFlags.HideAndDontSave; lineMaterial.shader.hideFlags = HideFlags.HideAndDontSave; cam = camera; } function OnPostRender () { if (!drawLines || !linePoints || linePoints.Length < 2) {return;} var nearClip = cam.nearClipPlane + .00001; // Add a bit, else there's flickering when the camera moves var end = linePoints.Length - 1; var thisWidth = 1.0/Screen.width * lineWidth * .5; lineMaterial.SetPass(0); GL.Color(lineColor); if (lineWidth == 1) { GL.Begin(GL.LINES); for (i = 0; i < end; i++) { GL.Vertex(cam.ViewportToWorldPoint(Vector3(linePoints[i].x, linePoints[i].y, nearClip))); GL.Vertex(cam.ViewportToWorldPoint(Vector3(linePoints[i+1].x, linePoints[i+1].y, nearClip))); } } else { GL.Begin(GL.QUADS); for (i = 0; i < end; i++) { var perpendicular = (Vector3(linePoints[i+1].y, linePoints[i].x, nearClip) - Vector3(linePoints[i].y, linePoints[i+1].x, nearClip)).normalized * thisWidth; var v1 = Vector3(linePoints[i].x, linePoints[i].y, nearClip); var v2 = Vector3(linePoints[i+1].x, linePoints[i+1].y, nearClip); GL.Vertex(cam.ViewportToWorldPoint(v1 - perpendicular)); GL.Vertex(cam.ViewportToWorldPoint(v1 + perpendicular)); GL.Vertex(cam.ViewportToWorldPoint(v2 + perpendicular)); GL.Vertex(cam.ViewportToWorldPoint(v2 - perpendicular)); } } GL.End(); } function OnApplicationQuit () { DestroyImmediate(lineMaterial); } @script RequireComponent(Camera)
[edit] VectorLine.cs
using UnityEngine; using System.Collections; [RequireComponent(typeof (Camera))] public class VectorLine : MonoBehaviour { public int numberOfPoints = 2; public Color lineColor = Color.red; public int lineWidth = 3; public bool drawLines = true; private Material lineMaterial; private Vector2[] linePoints; private Camera cam; void Awake() { lineMaterial = new Material( "Shader \"Lines/Colored Blended\" {" + "SubShader { Pass {" + " BindChannels { Bind \"Color\",color }" + " Blend SrcAlpha OneMinusSrcAlpha" + " ZWrite Off Cull Off Fog { Mode Off }" + "} } }"); lineMaterial.hideFlags = HideFlags.HideAndDontSave; lineMaterial.shader.hideFlags = HideFlags.HideAndDontSave; cam = camera; } // Creates a simple two point line void Start() { linePoints = new Vector2[2]; } // Sets line endpoints to center of screen and mouse position void Update() { linePoints[0] = new Vector2(0.5f, 0.5f); linePoints[1] = new Vector2(Input.mousePosition.x/Screen.width, Input.mousePosition.y/Screen.height); } void OnPostRender() { if (!drawLines || linePoints == null || linePoints.Length < 2) return; float nearClip = cam.nearClipPlane + 0.00001f; int end = linePoints.Length - 1; float thisWidth = 1f/Screen.width * lineWidth * 0.5f; lineMaterial.SetPass(0); GL.Color(lineColor); if (lineWidth == 1) { GL.Begin(GL.LINES); for (int i = 0; i < end; ++i) { GL.Vertex(cam.ViewportToWorldPoint(new Vector3(linePoints[i].x, linePoints[i].y, nearClip))); GL.Vertex(cam.ViewportToWorldPoint(new Vector3(linePoints[i+1].x, linePoints[i+1].y, nearClip))); } } else { GL.Begin(GL.QUADS); for (int i = 0; i < end; ++i) { Vector3 perpendicular = (new Vector3(linePoints[i+1].y, linePoints[i].x, nearClip) - new Vector3(linePoints[i].y, linePoints[i+1].x, nearClip)).normalized * thisWidth; Vector3 v1 = new Vector3(linePoints[i].x, linePoints[i].y, nearClip); Vector3 v2 = new Vector3(linePoints[i+1].x, linePoints[i+1].y, nearClip); GL.Vertex(cam.ViewportToWorldPoint(v1 - perpendicular)); GL.Vertex(cam.ViewportToWorldPoint(v1 + perpendicular)); GL.Vertex(cam.ViewportToWorldPoint(v2 + perpendicular)); GL.Vertex(cam.ViewportToWorldPoint(v2 - perpendicular)); } } GL.End(); } void OnApplicationQuit() { DestroyImmediate(lineMaterial); } }
[edit] VectorLines.cs
The following is a version of the C# script that handles multiple lines at once, updated via UpdateLines() each frame.
using UnityEngine; using System.Collections; using System.Collections.Generic; [RequireComponent(typeof (Camera))] public class VectorLines : MonoBehaviour { // Lists of properties for each line public Color lineColor; public int lineWidth; public bool drawLines = true; // Material and camera private Material lineMaterial; private Camera cam; // List of lines (each a list of vertices) and getter/setter private List<List<Vector2>> linePoints; void Awake() { lineMaterial = new Material( "Shader \"Lines/Colored Blended\" {" + "SubShader { Pass {" + " BindChannels { Bind \"Color\",color }" + " Blend SrcAlpha OneMinusSrcAlpha" + " ZWrite Off Cull Off Fog { Mode Off }" + "} } }"); lineMaterial.hideFlags = HideFlags.HideAndDontSave; lineMaterial.shader.hideFlags = HideFlags.HideAndDontSave; cam = camera; } public void InitializeLines(List<List<Vector2>> newPointsList) { // Creates new list of points linePoints = new List<List<Vector2>>(); for (int i = 0; i < newPointsList.Count; ++i) { List<Vector2> newList = new List<Vector2>(); for (int j = 0; j < newPointsList[i].Count; ++j) { newList.Add(newPointsList[i][j]); } linePoints.Add(newList); } } public void UpdateLines(List<List<Vector2>> updatedPoints) { // Sets all points of list to update list of points for (int i = 0; i < linePoints.Count; ++i) for (int j = 0; j < linePoints[i].Count; ++j) linePoints[i][j] = updatedPoints[i][j]; } void OnPostRender() { // Cycles through each separate line for (int i = 0; i < linePoints.Count; ++i) { if (!drawLines || linePoints == null || linePoints[i].Count < 2) return; float nearClip = cam.nearClipPlane + 0.00001f; int end = linePoints[i].Count - 1; float thisWidth = 1f/Screen.width * lineWidth * 0.5f; lineMaterial.SetPass(0); GL.Color(lineColor); if (lineWidth == 1) { GL.Begin(GL.LINES); for (int j = 0; j < end; ++j) { GL.Vertex(cam.ViewportToWorldPoint(new Vector3(linePoints[i][j].x, linePoints[i][j].y, nearClip))); GL.Vertex(cam.ViewportToWorldPoint(new Vector3(linePoints[i][j+1].x, linePoints[i][j+1].y, nearClip))); } } else { GL.Begin(GL.QUADS); for (int j = 0; j < end; ++j) { Vector3 perpendicular = (new Vector3(linePoints[i][j+1].y, linePoints[i][j].x, nearClip) - new Vector3(linePoints[i][j].y, linePoints[i][j+1].x, nearClip)).normalized * thisWidth; Vector3 v1 = new Vector3(linePoints[i][j].x, linePoints[i][j].y, nearClip); Vector3 v2 = new Vector3(linePoints[i][j+1].x, linePoints[i][j+1].y, nearClip); GL.Vertex(cam.ViewportToWorldPoint(v1 - perpendicular)); GL.Vertex(cam.ViewportToWorldPoint(v1 + perpendicular)); GL.Vertex(cam.ViewportToWorldPoint(v2 + perpendicular)); GL.Vertex(cam.ViewportToWorldPoint(v2 - perpendicular)); } } GL.End(); } } void OnApplicationQuit() { DestroyImmediate(lineMaterial); } }