Created
December 25, 2023 18:42
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Port of Three Js Fat Lines with Unity instancing shader
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using Random = System.Random; | |
public class InstancedLines : MonoBehaviour | |
{ | |
struct LineInstanceData | |
{ | |
public Matrix4x4 objectToWorld; | |
} | |
public Color lineColor; | |
public Material mat; | |
public float lineWidth; | |
private Vector4[] _colors; | |
private Vector4[] _start; | |
private Vector4[] _end; | |
private float _aspect = (float)Screen.width / (float)Screen.height; | |
private float _resolutionY; | |
private Mesh lineSegmentMesh; | |
private int _numInstances; | |
private LineInstanceData[] _instanceData; | |
void Start() | |
{ | |
lineSegmentMesh = CreateLineSegmentMesh(); | |
(Vector3, Vector3)[] lines = new (Vector3, Vector3)[] | |
{ | |
(new Vector3(0.0f, 0,0), new Vector3(2.0f, 0.0f, 0.0f)), | |
(new Vector3(2.0f, 0.0f, 0.0f), new Vector3(2.0f, 2.0f, 0.0f)), | |
(new Vector3(2.0f, 2.0f, 0.0f), new Vector3(0.0f, 2.0f, 0.0f)), | |
(new Vector3(0.0f, 2.0f, 0.0f), new Vector3(0.0f, 2.0f, 3.0f)) | |
}; | |
_numInstances = lines.Length; | |
_start = new Vector4[_numInstances]; | |
_end = new Vector4[_numInstances]; | |
_colors = new Vector4[_numInstances]; | |
for (var i = 0; i < lines.Length; ++i) | |
{ | |
_start[i] = lines[i].Item1; | |
_end[i] = lines[i].Item2; | |
_colors[i] = lineColor; | |
} | |
_instanceData = new LineInstanceData[_numInstances]; | |
for (int i = 0; i < _numInstances; ++i) | |
{ | |
_instanceData[i].objectToWorld = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one); | |
} | |
} | |
Mesh CreateLineSegmentMesh() | |
{ | |
Vector3[] verts = new[] | |
{ | |
new Vector3(-1.0f, 2.0f, 0.0f), | |
new Vector3(1.0f, 2.0f, 0.0f), | |
new Vector3(-1.0f, 1.0f, 0.0f), | |
new Vector3(1.0f, 1.0f, 0.0f), | |
new Vector3(-1.0f, 0.0f, 0.0f), | |
new Vector3(1.0f, 0.0f, 0.0f), | |
new Vector3(-1.0f, -1.0f, 0.0f), | |
new Vector3(1.0f, -1.0f, 0.0f) | |
}; | |
Vector2[] uvs = new[] | |
{ | |
new Vector2(-1.0f, 2.0f), | |
new Vector2(1.0f, 2.0f), | |
new Vector2(-1.0f, 1.0f), | |
new Vector2(1.0f, 1.0f), | |
new Vector2(-1.0f, -1.0f), | |
new Vector2(1.0f, -1.0f), | |
new Vector2(-1.0f, -2.0f), | |
new Vector2(1, -2.0f) | |
}; | |
int[] idx = new[] { 0,2,1,2,3,1,2,4,3,4,5,3,4,6,5,6,7,5}; | |
Mesh m = new Mesh(); | |
m.vertices = verts; | |
m.triangles = idx; | |
m.uv = uvs; | |
return m; | |
} | |
// Update is called once per frame | |
void Update() | |
{ | |
_aspect = (float)Screen.width / (float)Screen.height; | |
_resolutionY = Screen.height; | |
RenderParams rp = new RenderParams(mat); | |
rp.matProps = new MaterialPropertyBlock(); | |
rp.matProps.SetVectorArray("_Colors", _colors); | |
rp.matProps.SetVectorArray("_Start", _start); | |
rp.matProps.SetVectorArray("_End", _end); | |
rp.matProps.SetFloat("_Aspect", _aspect); | |
rp.matProps.SetFloat("_ResolutionY", _resolutionY); | |
rp.matProps.SetFloat("_LineWidth", lineWidth); | |
rp.matProps.SetMatrix("_LocalToWorld", transform.localToWorldMatrix); | |
Graphics.RenderMeshInstanced(rp, lineSegmentMesh,0, _instanceData); | |
} | |
} |
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Shader "InstancedLines" | |
{ | |
SubShader | |
{ | |
Cull Off | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma multi_compile_instancing | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float4 color : COLOR; | |
float2 uv : TEXCOORD0; | |
UNITY_VERTEX_INPUT_INSTANCE_ID | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
fixed4 color : COLOR; | |
float2 uv : TEXCOORD0; | |
UNITY_VERTEX_INPUT_INSTANCE_ID // use this to access instanced properties in the fragment shader. | |
}; | |
uniform float4 _Colors[1023]; | |
uniform float4 _Start[1023]; | |
uniform float4 _End[1023]; | |
uniform float4x4 _LocalToWorld; | |
uniform float _Aspect; | |
uniform float _ResolutionY; | |
uniform float _LineWidth; | |
v2f vert(appdata v, uint instanceID: SV_InstanceID) | |
{ | |
v2f o; | |
UNITY_SETUP_INSTANCE_ID(v); | |
UNITY_TRANSFER_INSTANCE_ID(v, o); | |
float4 worldStart = mul(_LocalToWorld, float4(_Start[instanceID].xyz,1.0)); | |
float4 worldEnd = mul(_LocalToWorld, float4(_End[instanceID].xyz, 1.0)); | |
// clip space | |
float4 clipStart = UnityObjectToClipPos(worldStart); | |
float4 clipEnd = UnityObjectToClipPos(worldEnd); | |
// ndc space | |
float3 ndcStart = clipStart.xyz / clipStart.w; | |
float3 ndcEnd = clipEnd.xyz / clipEnd.w; | |
// direction | |
float2 dir = ndcEnd.xy - ndcStart.xy; | |
// account for clip-space aspect ratio | |
dir.x *= _Aspect; | |
dir = normalize( dir ); | |
float2 offset = float2( dir.y, - dir.x ); | |
// undo aspect ratio adjustment | |
dir.x /= _Aspect; | |
offset.x /= _Aspect; | |
// sign flip | |
if ( v.vertex.x < 0.0 ) offset *= - 1.0; | |
// endcaps | |
if ( v.vertex.y < 0.0 ) { | |
offset += - dir; | |
} else if ( v.vertex.y > 1.0 ) { | |
offset += dir; | |
} | |
offset *= _LineWidth; | |
// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ... | |
offset /= _ResolutionY; | |
// select end | |
float4 clip = ( v.vertex.y < 0.5 ) ? clipStart : clipEnd; | |
offset *= clip.w; | |
clip.xy += offset; | |
o.vertex = clip; | |
o.color = _Colors[instanceID]; | |
o.uv = v.uv; | |
return o; | |
} | |
fixed4 frag(v2f i) : SV_Target | |
{ | |
UNITY_SETUP_INSTANCE_ID(i); | |
if ( abs( i.uv.y ) > 1.0 ) { | |
float a = i.uv.x; | |
float b = ( i.uv.y > 0.0 ) ? i.uv.y - 1.0 : i.uv.y + 1.0; | |
float len2 = a * a + b * b; | |
if ( len2 > 1.0 ) discard; | |
} | |
float4 c = i.color; | |
return c; | |
} | |
ENDCG | |
} | |
} | |
} |
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