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- Shader "Custom/Geometry/Wireframe"
- {
- Properties
- {
- [PowerSlider(3.0)]
- _WireframeVal ("Wireframe width", Range(0., 0.5)) = 0.05
- _FrontColor ("Front color", color) = (1., 1., 1., 1.)
- _BackColor ("Back color", color) = (1., 1., 1., 1.)
- [Toggle] _RemoveDiag("Remove diagonals?", Float) = 0.
- }
- SubShader
- {
- Tags { "Queue"="Geometry" "RenderType"="Opaque" }
- Pass
- {
- Cull Front
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma geometry geom
- // Change "shader_feature" with "pragma_compile" if you want set this keyword from c# code
- #pragma shader_feature __ _REMOVEDIAG_ON
- #include "UnityCG.cginc"
- struct v2g {
- float4 worldPos : SV_POSITION;
- };
- struct g2f {
- float4 pos : SV_POSITION;
- float3 bary : TEXCOORD0;
- };
- v2g vert(appdata_base v) {
- v2g o;
- o.worldPos = mul(unity_ObjectToWorld, v.vertex);
- return o;
- }
- [maxvertexcount(3)]
- void geom(triangle v2g IN[3], inout TriangleStream<g2f> triStream) {
- float3 param = float3(0., 0., 0.);
- #if _REMOVEDIAG_ON
- float EdgeA = length(IN[0].worldPos - IN[1].worldPos);
- float EdgeB = length(IN[1].worldPos - IN[2].worldPos);
- float EdgeC = length(IN[2].worldPos - IN[0].worldPos);
- if(EdgeA > EdgeB && EdgeA > EdgeC)
- param.y = 1.;
- else if (EdgeB > EdgeC && EdgeB > EdgeA)
- param.x = 1.;
- else
- param.z = 1.;
- #endif
- g2f o;
- o.pos = mul(UNITY_MATRIX_VP, IN[0].worldPos);
- o.bary = float3(1., 0., 0.) + param;
- triStream.Append(o);
- o.pos = mul(UNITY_MATRIX_VP, IN[1].worldPos);
- o.bary = float3(0., 0., 1.) + param;
- triStream.Append(o);
- o.pos = mul(UNITY_MATRIX_VP, IN[2].worldPos);
- o.bary = float3(0., 1., 0.) + param;
- triStream.Append(o);
- }
- float _WireframeVal;
- fixed4 _BackColor;
- fixed4 frag(g2f i) : SV_Target {
- if(!any(bool3(i.bary.x < _WireframeVal, i.bary.y < _WireframeVal, i.bary.z < _WireframeVal)))
- discard;
- return _BackColor;
- }
- ENDCG
- }
- Pass
- {
- Cull Back
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma geometry geom
- // Change "shader_feature" with "pragma_compile" if you want set this keyword from c# code
- #pragma shader_feature __ _REMOVEDIAG_ON
- #include "UnityCG.cginc"
- struct v2g {
- float4 worldPos : SV_POSITION;
- };
- struct g2f {
- float4 pos : SV_POSITION;
- float3 bary : TEXCOORD0;
- };
- v2g vert(appdata_base v) {
- v2g o;
- o.worldPos = mul(unity_ObjectToWorld, v.vertex);
- return o;
- }
- [maxvertexcount(3)]
- void geom(triangle v2g IN[3], inout TriangleStream<g2f> triStream) {
- float3 param = float3(0., 0., 0.);
- #if _REMOVEDIAG_ON
- float EdgeA = length(IN[0].worldPos - IN[1].worldPos);
- float EdgeB = length(IN[1].worldPos - IN[2].worldPos);
- float EdgeC = length(IN[2].worldPos - IN[0].worldPos);
- if(EdgeA > EdgeB && EdgeA > EdgeC)
- param.y = 1.;
- else if (EdgeB > EdgeC && EdgeB > EdgeA)
- param.x = 1.;
- else
- param.z = 1.;
- #endif
- g2f o;
- o.pos = mul(UNITY_MATRIX_VP, IN[0].worldPos);
- o.bary = float3(1., 0., 0.) + param;
- triStream.Append(o);
- o.pos = mul(UNITY_MATRIX_VP, IN[1].worldPos);
- o.bary = float3(0., 0., 1.) + param;
- triStream.Append(o);
- o.pos = mul(UNITY_MATRIX_VP, IN[2].worldPos);
- o.bary = float3(0., 1., 0.) + param;
- triStream.Append(o);
- }
- float _WireframeVal;
- fixed4 _FrontColor;
- fixed4 frag(g2f i) : SV_Target {
- if(!any(bool3(i.bary.x <= _WireframeVal, i.bary.y <= _WireframeVal, i.bary.z <= _WireframeVal)))
- discard;
- return _FrontColor;
- }
- ENDCG
- }
- }
- }
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