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DrawLine with GL
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using UnityEngine; | |
public class DrawLine : MonoBehaviour | |
{ | |
Color lineColor = Color.red; | |
float distance = 100; | |
Material lineMaterial; | |
void CreateLineMaterial() | |
{ | |
if (!lineMaterial) | |
{ | |
// Unity has a built-in shader that is useful for drawing | |
// simple colored things. | |
var shader = Shader.Find("Hidden/Internal-Colored"); | |
lineMaterial = new Material(shader); | |
lineMaterial.hideFlags = HideFlags.HideAndDontSave; | |
// Turn on alpha blending | |
lineMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); | |
lineMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); | |
// Turn backface culling off | |
lineMaterial.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off); | |
// Turn off depth writes | |
lineMaterial.SetInt("_ZWrite", 0); | |
} | |
} | |
// cannot call this on update, line not visible then.. and OnPostRender() works on camera only | |
void OnRenderObject() | |
{ | |
CreateLineMaterial(); | |
lineMaterial.SetPass(0); | |
GL.PushMatrix(); | |
GL.MultMatrix(transform.localToWorldMatrix); // not needed if already in worldspace | |
GL.Begin(GL.LINES); | |
GL.Color(lineColor); | |
GL.Vertex3(transform.position.x, transform.position.y, transform.position.z); | |
GL.Vertex3(transform.position.x + transform.forward.x * distance, transform.position.y + transform.forward.y * distance, transform.position.z + transform.forward.z * distance); | |
GL.End(); | |
GL.PopMatrix(); | |
} | |
} |
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