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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
Shader "Custom/Wireframe" { | |
Properties | |
{ | |
_WireThickness ("Wire Thickness", RANGE(0, 800)) = 100 | |
_Color("Color", Color) = (1,1,1,1) | |
} | |
SubShader | |
{ | |
Pass | |
{ | |
Zwrite On | |
ColorMask 0 | |
Lighting OFF | |
} | |
// Each color represents a meter. | |
Pass | |
{ | |
Tags { "RenderType"="Transparent" } | |
Blend SrcAlpha One | |
Cull Back Lighting Off ZWrite On | |
// Wireframe shader based on the the following | |
// http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma geometry geom | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
float _WireThickness; | |
fixed4 _Color; | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
UNITY_VERTEX_INPUT_INSTANCE_ID | |
}; | |
struct v2g | |
{ | |
float4 projectionSpaceVertex : SV_POSITION; | |
float4 worldSpacePosition : TEXCOORD1; | |
UNITY_VERTEX_OUTPUT_STEREO | |
}; | |
struct g2f | |
{ | |
float4 projectionSpaceVertex : SV_POSITION; | |
float4 worldSpacePosition : TEXCOORD0; | |
float4 dist : TEXCOORD1; | |
UNITY_VERTEX_OUTPUT_STEREO | |
}; | |
v2g vert (appdata v) | |
{ | |
v2g o; | |
UNITY_SETUP_INSTANCE_ID(v); | |
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); | |
o.projectionSpaceVertex = UnityObjectToClipPos(v.vertex); | |
o.worldSpacePosition = mul(unity_ObjectToWorld, v.vertex); | |
return o; | |
} | |
[maxvertexcount(3)] | |
void geom(triangle v2g i[3], inout TriangleStream<g2f> triangleStream) | |
{ | |
float2 p0 = i[0].projectionSpaceVertex.xy / i[0].projectionSpaceVertex.w; | |
float2 p1 = i[1].projectionSpaceVertex.xy / i[1].projectionSpaceVertex.w; | |
float2 p2 = i[2].projectionSpaceVertex.xy / i[2].projectionSpaceVertex.w; | |
float2 edge0 = p2 - p1; | |
float2 edge1 = p2 - p0; | |
float2 edge2 = p1 - p0; | |
// To find the distance to the opposite edge, we take the | |
// formula for finding the area of a triangle Area = Base/2 * Height, | |
// and solve for the Height = (Area * 2)/Base. | |
// We can get the area of a triangle by taking its cross product | |
// divided by 2. However we can avoid dividing our area/base by 2 | |
// since our cross product will already be double our area. | |
float area = abs(edge1.x * edge2.y - edge1.y * edge2.x); | |
float wireThickness = 800 - _WireThickness; | |
g2f o; | |
o.worldSpacePosition = i[0].worldSpacePosition; | |
o.projectionSpaceVertex = i[0].projectionSpaceVertex; | |
o.dist.xyz = float3( (area / length(edge0)), 0.0, 0.0) * o.projectionSpaceVertex.w * wireThickness; | |
o.dist.w = 1.0 / o.projectionSpaceVertex.w; | |
UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(i[0], o); | |
triangleStream.Append(o); | |
o.worldSpacePosition = i[1].worldSpacePosition; | |
o.projectionSpaceVertex = i[1].projectionSpaceVertex; | |
o.dist.xyz = float3(0.0, (area / length(edge1)), 0.0) * o.projectionSpaceVertex.w * wireThickness; | |
o.dist.w = 1.0 / o.projectionSpaceVertex.w; | |
UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(i[1], o); | |
triangleStream.Append(o); | |
o.worldSpacePosition = i[2].worldSpacePosition; | |
o.projectionSpaceVertex = i[2].projectionSpaceVertex; | |
o.dist.xyz = float3(0.0, 0.0, (area / length(edge2))) * o.projectionSpaceVertex.w * wireThickness; | |
o.dist.w = 1.0 / o.projectionSpaceVertex.w; | |
UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(i[2], o); | |
triangleStream.Append(o); | |
} | |
fixed4 frag (g2f i) : SV_Target | |
{ | |
float minDistanceToEdge = min(i.dist[0], min(i.dist[1], i.dist[2])) * i.dist[3]; | |
// Smooth our line out | |
float t = exp2(-2 * minDistanceToEdge * minDistanceToEdge); | |
fixed4 finalColor = lerp(float4(0,0,0,1), _Color, t); | |
// finalColor.a = t; | |
return finalColor; | |
} | |
ENDCG | |
} | |
} | |
} |
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